mandarjs
Version:
A package to apply interactive effects on images using Three.js
37,889 lines • 1.08 MB
JavaScript
/**
* @license
* Copyright 2010-2025 Three.js Authors
* SPDX-License-Identifier: MIT
*/
const REVISION = '173';
const CullFaceNone = 0;
const CullFaceBack = 1;
const CullFaceFront = 2;
const PCFShadowMap = 1;
const PCFSoftShadowMap = 2;
const VSMShadowMap = 3;
const FrontSide = 0;
const BackSide = 1;
const DoubleSide = 2;
const NoBlending = 0;
const NormalBlending = 1;
const AdditiveBlending = 2;
const SubtractiveBlending = 3;
const MultiplyBlending = 4;
const CustomBlending = 5;
const AddEquation = 100;
const SubtractEquation = 101;
const ReverseSubtractEquation = 102;
const MinEquation = 103;
const MaxEquation = 104;
const ZeroFactor = 200;
const OneFactor = 201;
const SrcColorFactor = 202;
const OneMinusSrcColorFactor = 203;
const SrcAlphaFactor = 204;
const OneMinusSrcAlphaFactor = 205;
const DstAlphaFactor = 206;
const OneMinusDstAlphaFactor = 207;
const DstColorFactor = 208;
const OneMinusDstColorFactor = 209;
const SrcAlphaSaturateFactor = 210;
const ConstantColorFactor = 211;
const OneMinusConstantColorFactor = 212;
const ConstantAlphaFactor = 213;
const OneMinusConstantAlphaFactor = 214;
const NeverDepth = 0;
const AlwaysDepth = 1;
const LessDepth = 2;
const LessEqualDepth = 3;
const EqualDepth = 4;
const GreaterEqualDepth = 5;
const GreaterDepth = 6;
const NotEqualDepth = 7;
const MultiplyOperation = 0;
const MixOperation = 1;
const AddOperation = 2;
const NoToneMapping = 0;
const LinearToneMapping = 1;
const ReinhardToneMapping = 2;
const CineonToneMapping = 3;
const ACESFilmicToneMapping = 4;
const CustomToneMapping = 5;
const AgXToneMapping = 6;
const NeutralToneMapping = 7;
const UVMapping = 300;
const CubeReflectionMapping = 301;
const CubeRefractionMapping = 302;
const EquirectangularReflectionMapping = 303;
const EquirectangularRefractionMapping = 304;
const CubeUVReflectionMapping = 306;
const RepeatWrapping = 1000;
const ClampToEdgeWrapping = 1001;
const MirroredRepeatWrapping = 1002;
const NearestFilter = 1003;
const NearestMipmapNearestFilter = 1004;
const NearestMipmapLinearFilter = 1005;
const LinearFilter = 1006;
const LinearMipmapNearestFilter = 1007;
const LinearMipmapLinearFilter = 1008;
const UnsignedByteType = 1009;
const ByteType = 1010;
const ShortType = 1011;
const UnsignedShortType = 1012;
const IntType = 1013;
const UnsignedIntType = 1014;
const FloatType = 1015;
const HalfFloatType = 1016;
const UnsignedShort4444Type = 1017;
const UnsignedShort5551Type = 1018;
const UnsignedInt248Type = 1020;
const UnsignedInt5999Type = 35902;
const AlphaFormat = 1021;
const RGBFormat = 1022;
const RGBAFormat = 1023;
const LuminanceFormat = 1024;
const LuminanceAlphaFormat = 1025;
const DepthFormat = 1026;
const DepthStencilFormat = 1027;
const RedFormat = 1028;
const RedIntegerFormat = 1029;
const RGFormat = 1030;
const RGIntegerFormat = 1031;
const RGBAIntegerFormat = 1033;
const RGB_S3TC_DXT1_Format = 33776;
const RGBA_S3TC_DXT1_Format = 33777;
const RGBA_S3TC_DXT3_Format = 33778;
const RGBA_S3TC_DXT5_Format = 33779;
const RGB_PVRTC_4BPPV1_Format = 35840;
const RGB_PVRTC_2BPPV1_Format = 35841;
const RGBA_PVRTC_4BPPV1_Format = 35842;
const RGBA_PVRTC_2BPPV1_Format = 35843;
const RGB_ETC1_Format = 36196;
const RGB_ETC2_Format = 37492;
const RGBA_ETC2_EAC_Format = 37496;
const RGBA_ASTC_4x4_Format = 37808;
const RGBA_ASTC_5x4_Format = 37809;
const RGBA_ASTC_5x5_Format = 37810;
const RGBA_ASTC_6x5_Format = 37811;
const RGBA_ASTC_6x6_Format = 37812;
const RGBA_ASTC_8x5_Format = 37813;
const RGBA_ASTC_8x6_Format = 37814;
const RGBA_ASTC_8x8_Format = 37815;
const RGBA_ASTC_10x5_Format = 37816;
const RGBA_ASTC_10x6_Format = 37817;
const RGBA_ASTC_10x8_Format = 37818;
const RGBA_ASTC_10x10_Format = 37819;
const RGBA_ASTC_12x10_Format = 37820;
const RGBA_ASTC_12x12_Format = 37821;
const RGBA_BPTC_Format = 36492;
const RGB_BPTC_SIGNED_Format = 36494;
const RGB_BPTC_UNSIGNED_Format = 36495;
const RED_RGTC1_Format = 36283;
const SIGNED_RED_RGTC1_Format = 36284;
const RED_GREEN_RGTC2_Format = 36285;
const SIGNED_RED_GREEN_RGTC2_Format = 36286;
const BasicDepthPacking = 3200;
const RGBADepthPacking = 3201;
const TangentSpaceNormalMap = 0;
const ObjectSpaceNormalMap = 1;
// Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
const NoColorSpace = '';
const SRGBColorSpace = 'srgb';
const LinearSRGBColorSpace = 'srgb-linear';
const LinearTransfer = 'linear';
const SRGBTransfer = 'srgb';
const KeepStencilOp = 7680;
const AlwaysStencilFunc = 519;
const NeverCompare = 512;
const LessCompare = 513;
const EqualCompare = 514;
const LessEqualCompare = 515;
const GreaterCompare = 516;
const NotEqualCompare = 517;
const GreaterEqualCompare = 518;
const AlwaysCompare = 519;
const StaticDrawUsage = 35044;
const GLSL3 = '300 es';
const WebGLCoordinateSystem = 2000;
const WebGPUCoordinateSystem = 2001;
/**
* https://github.com/mrdoob/eventdispatcher.js/
*/
class EventDispatcher {
addEventListener( type, listener ) {
if ( this._listeners === undefined ) this._listeners = {};
const listeners = this._listeners;
if ( listeners[ type ] === undefined ) {
listeners[ type ] = [];
}
if ( listeners[ type ].indexOf( listener ) === -1 ) {
listeners[ type ].push( listener );
}
}
hasEventListener( type, listener ) {
const listeners = this._listeners;
if ( listeners === undefined ) return false;
return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== -1;
}
removeEventListener( type, listener ) {
const listeners = this._listeners;
if ( listeners === undefined ) return;
const listenerArray = listeners[ type ];
if ( listenerArray !== undefined ) {
const index = listenerArray.indexOf( listener );
if ( index !== -1 ) {
listenerArray.splice( index, 1 );
}
}
}
dispatchEvent( event ) {
const listeners = this._listeners;
if ( listeners === undefined ) return;
const listenerArray = listeners[ event.type ];
if ( listenerArray !== undefined ) {
event.target = this;
// Make a copy, in case listeners are removed while iterating.
const array = listenerArray.slice( 0 );
for ( let i = 0, l = array.length; i < l; i ++ ) {
array[ i ].call( this, event );
}
event.target = null;
}
}
}
const _lut = [ '00', '01', '02', '03', '04', '05', '06', '07', '08', '09', '0a', '0b', '0c', '0d', '0e', '0f', '10', '11', '12', '13', '14', '15', '16', '17', '18', '19', '1a', '1b', '1c', '1d', '1e', '1f', '20', '21', '22', '23', '24', '25', '26', '27', '28', '29', '2a', '2b', '2c', '2d', '2e', '2f', '30', '31', '32', '33', '34', '35', '36', '37', '38', '39', '3a', '3b', '3c', '3d', '3e', '3f', '40', '41', '42', '43', '44', '45', '46', '47', '48', '49', '4a', '4b', '4c', '4d', '4e', '4f', '50', '51', '52', '53', '54', '55', '56', '57', '58', '59', '5a', '5b', '5c', '5d', '5e', '5f', '60', '61', '62', '63', '64', '65', '66', '67', '68', '69', '6a', '6b', '6c', '6d', '6e', '6f', '70', '71', '72', '73', '74', '75', '76', '77', '78', '79', '7a', '7b', '7c', '7d', '7e', '7f', '80', '81', '82', '83', '84', '85', '86', '87', '88', '89', '8a', '8b', '8c', '8d', '8e', '8f', '90', '91', '92', '93', '94', '95', '96', '97', '98', '99', '9a', '9b', '9c', '9d', '9e', '9f', 'a0', 'a1', 'a2', 'a3', 'a4', 'a5', 'a6', 'a7', 'a8', 'a9', 'aa', 'ab', 'ac', 'ad', 'ae', 'af', 'b0', 'b1', 'b2', 'b3', 'b4', 'b5', 'b6', 'b7', 'b8', 'b9', 'ba', 'bb', 'bc', 'bd', 'be', 'bf', 'c0', 'c1', 'c2', 'c3', 'c4', 'c5', 'c6', 'c7', 'c8', 'c9', 'ca', 'cb', 'cc', 'cd', 'ce', 'cf', 'd0', 'd1', 'd2', 'd3', 'd4', 'd5', 'd6', 'd7', 'd8', 'd9', 'da', 'db', 'dc', 'dd', 'de', 'df', 'e0', 'e1', 'e2', 'e3', 'e4', 'e5', 'e6', 'e7', 'e8', 'e9', 'ea', 'eb', 'ec', 'ed', 'ee', 'ef', 'f0', 'f1', 'f2', 'f3', 'f4', 'f5', 'f6', 'f7', 'f8', 'f9', 'fa', 'fb', 'fc', 'fd', 'fe', 'ff' ];
const DEG2RAD = Math.PI / 180;
const RAD2DEG = 180 / Math.PI;
// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
function generateUUID() {
const d0 = Math.random() * 0xffffffff | 0;
const d1 = Math.random() * 0xffffffff | 0;
const d2 = Math.random() * 0xffffffff | 0;
const d3 = Math.random() * 0xffffffff | 0;
const uuid = _lut[ d0 & 0xff ] + _lut[ d0 >> 8 & 0xff ] + _lut[ d0 >> 16 & 0xff ] + _lut[ d0 >> 24 & 0xff ] + '-' +
_lut[ d1 & 0xff ] + _lut[ d1 >> 8 & 0xff ] + '-' + _lut[ d1 >> 16 & 0x0f | 0x40 ] + _lut[ d1 >> 24 & 0xff ] + '-' +
_lut[ d2 & 0x3f | 0x80 ] + _lut[ d2 >> 8 & 0xff ] + '-' + _lut[ d2 >> 16 & 0xff ] + _lut[ d2 >> 24 & 0xff ] +
_lut[ d3 & 0xff ] + _lut[ d3 >> 8 & 0xff ] + _lut[ d3 >> 16 & 0xff ] + _lut[ d3 >> 24 & 0xff ];
// .toLowerCase() here flattens concatenated strings to save heap memory space.
return uuid.toLowerCase();
}
function clamp$1( value, min, max ) {
return Math.max( min, Math.min( max, value ) );
}
// compute euclidean modulo of m % n
// https://en.wikipedia.org/wiki/Modulo_operation
function euclideanModulo( n, m ) {
return ( ( n % m ) + m ) % m;
}
// https://en.wikipedia.org/wiki/Linear_interpolation
function lerp( x, y, t ) {
return ( 1 - t ) * x + t * y;
}
function denormalize( value, array ) {
switch ( array.constructor ) {
case Float32Array:
return value;
case Uint32Array:
return value / 4294967295.0;
case Uint16Array:
return value / 65535.0;
case Uint8Array:
return value / 255.0;
case Int32Array:
return Math.max( value / 2147483647.0, -1 );
case Int16Array:
return Math.max( value / 32767.0, -1 );
case Int8Array:
return Math.max( value / 127.0, -1 );
default:
throw new Error( 'Invalid component type.' );
}
}
function normalize$1( value, array ) {
switch ( array.constructor ) {
case Float32Array:
return value;
case Uint32Array:
return Math.round( value * 4294967295.0 );
case Uint16Array:
return Math.round( value * 65535.0 );
case Uint8Array:
return Math.round( value * 255.0 );
case Int32Array:
return Math.round( value * 2147483647.0 );
case Int16Array:
return Math.round( value * 32767.0 );
case Int8Array:
return Math.round( value * 127.0 );
default:
throw new Error( 'Invalid component type.' );
}
}
class Vector2 {
constructor( x = 0, y = 0 ) {
Vector2.prototype.isVector2 = true;
this.x = x;
this.y = y;
}
get width() {
return this.x;
}
set width( value ) {
this.x = value;
}
get height() {
return this.y;
}
set height( value ) {
this.y = value;
}
set( x, y ) {
this.x = x;
this.y = y;
return this;
}
setScalar( scalar ) {
this.x = scalar;
this.y = scalar;
return this;
}
setX( x ) {
this.x = x;
return this;
}
setY( y ) {
this.y = y;
return this;
}
setComponent( index, value ) {
switch ( index ) {
case 0: this.x = value; break;
case 1: this.y = value; break;
default: throw new Error( 'index is out of range: ' + index );
}
return this;
}
getComponent( index ) {
switch ( index ) {
case 0: return this.x;
case 1: return this.y;
default: throw new Error( 'index is out of range: ' + index );
}
}
clone() {
return new this.constructor( this.x, this.y );
}
copy( v ) {
this.x = v.x;
this.y = v.y;
return this;
}
add( v ) {
this.x += v.x;
this.y += v.y;
return this;
}
addScalar( s ) {
this.x += s;
this.y += s;
return this;
}
addVectors( a, b ) {
this.x = a.x + b.x;
this.y = a.y + b.y;
return this;
}
addScaledVector( v, s ) {
this.x += v.x * s;
this.y += v.y * s;
return this;
}
sub( v ) {
this.x -= v.x;
this.y -= v.y;
return this;
}
subScalar( s ) {
this.x -= s;
this.y -= s;
return this;
}
subVectors( a, b ) {
this.x = a.x - b.x;
this.y = a.y - b.y;
return this;
}
multiply( v ) {
this.x *= v.x;
this.y *= v.y;
return this;
}
multiplyScalar( scalar ) {
this.x *= scalar;
this.y *= scalar;
return this;
}
divide( v ) {
this.x /= v.x;
this.y /= v.y;
return this;
}
divideScalar( scalar ) {
return this.multiplyScalar( 1 / scalar );
}
applyMatrix3( m ) {
const x = this.x, y = this.y;
const e = m.elements;
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
return this;
}
min( v ) {
this.x = Math.min( this.x, v.x );
this.y = Math.min( this.y, v.y );
return this;
}
max( v ) {
this.x = Math.max( this.x, v.x );
this.y = Math.max( this.y, v.y );
return this;
}
clamp( min, max ) {
// assumes min < max, componentwise
this.x = clamp$1( this.x, min.x, max.x );
this.y = clamp$1( this.y, min.y, max.y );
return this;
}
clampScalar( minVal, maxVal ) {
this.x = clamp$1( this.x, minVal, maxVal );
this.y = clamp$1( this.y, minVal, maxVal );
return this;
}
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( clamp$1( length, min, max ) );
}
floor() {
this.x = Math.floor( this.x );
this.y = Math.floor( this.y );
return this;
}
ceil() {
this.x = Math.ceil( this.x );
this.y = Math.ceil( this.y );
return this;
}
round() {
this.x = Math.round( this.x );
this.y = Math.round( this.y );
return this;
}
roundToZero() {
this.x = Math.trunc( this.x );
this.y = Math.trunc( this.y );
return this;
}
negate() {
this.x = - this.x;
this.y = - this.y;
return this;
}
dot( v ) {
return this.x * v.x + this.y * v.y;
}
cross( v ) {
return this.x * v.y - this.y * v.x;
}
lengthSq() {
return this.x * this.x + this.y * this.y;
}
length() {
return Math.sqrt( this.x * this.x + this.y * this.y );
}
manhattanLength() {
return Math.abs( this.x ) + Math.abs( this.y );
}
normalize() {
return this.divideScalar( this.length() || 1 );
}
angle() {
// computes the angle in radians with respect to the positive x-axis
const angle = Math.atan2( - this.y, - this.x ) + Math.PI;
return angle;
}
angleTo( v ) {
const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
if ( denominator === 0 ) return Math.PI / 2;
const theta = this.dot( v ) / denominator;
// clamp, to handle numerical problems
return Math.acos( clamp$1( theta, -1, 1 ) );
}
distanceTo( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
}
distanceToSquared( v ) {
const dx = this.x - v.x, dy = this.y - v.y;
return dx * dx + dy * dy;
}
manhattanDistanceTo( v ) {
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
}
setLength( length ) {
return this.normalize().multiplyScalar( length );
}
lerp( v, alpha ) {
this.x += ( v.x - this.x ) * alpha;
this.y += ( v.y - this.y ) * alpha;
return this;
}
lerpVectors( v1, v2, alpha ) {
this.x = v1.x + ( v2.x - v1.x ) * alpha;
this.y = v1.y + ( v2.y - v1.y ) * alpha;
return this;
}
equals( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) );
}
fromArray( array, offset = 0 ) {
this.x = array[ offset ];
this.y = array[ offset + 1 ];
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this.x;
array[ offset + 1 ] = this.y;
return array;
}
fromBufferAttribute( attribute, index ) {
this.x = attribute.getX( index );
this.y = attribute.getY( index );
return this;
}
rotateAround( center, angle ) {
const c = Math.cos( angle ), s = Math.sin( angle );
const x = this.x - center.x;
const y = this.y - center.y;
this.x = x * c - y * s + center.x;
this.y = x * s + y * c + center.y;
return this;
}
random() {
this.x = Math.random();
this.y = Math.random();
return this;
}
*[ Symbol.iterator ]() {
yield this.x;
yield this.y;
}
}
class Matrix3 {
constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
Matrix3.prototype.isMatrix3 = true;
this.elements = [
1, 0, 0,
0, 1, 0,
0, 0, 1
];
if ( n11 !== undefined ) {
this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );
}
}
set( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
const te = this.elements;
te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
return this;
}
identity() {
this.set(
1, 0, 0,
0, 1, 0,
0, 0, 1
);
return this;
}
copy( m ) {
const te = this.elements;
const me = m.elements;
te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
return this;
}
extractBasis( xAxis, yAxis, zAxis ) {
xAxis.setFromMatrix3Column( this, 0 );
yAxis.setFromMatrix3Column( this, 1 );
zAxis.setFromMatrix3Column( this, 2 );
return this;
}
setFromMatrix4( m ) {
const me = m.elements;
this.set(
me[ 0 ], me[ 4 ], me[ 8 ],
me[ 1 ], me[ 5 ], me[ 9 ],
me[ 2 ], me[ 6 ], me[ 10 ]
);
return this;
}
multiply( m ) {
return this.multiplyMatrices( this, m );
}
premultiply( m ) {
return this.multiplyMatrices( m, this );
}
multiplyMatrices( a, b ) {
const ae = a.elements;
const be = b.elements;
const te = this.elements;
const a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
const a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
const a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
const b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
const b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
const b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
return this;
}
multiplyScalar( s ) {
const te = this.elements;
te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
return this;
}
determinant() {
const te = this.elements;
const a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
}
invert() {
const te = this.elements,
n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ],
n12 = te[ 3 ], n22 = te[ 4 ], n32 = te[ 5 ],
n13 = te[ 6 ], n23 = te[ 7 ], n33 = te[ 8 ],
t11 = n33 * n22 - n32 * n23,
t12 = n32 * n13 - n33 * n12,
t13 = n23 * n12 - n22 * n13,
det = n11 * t11 + n21 * t12 + n31 * t13;
if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0 );
const detInv = 1 / det;
te[ 0 ] = t11 * detInv;
te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
te[ 3 ] = t12 * detInv;
te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
te[ 6 ] = t13 * detInv;
te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
return this;
}
transpose() {
let tmp;
const m = this.elements;
tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
return this;
}
getNormalMatrix( matrix4 ) {
return this.setFromMatrix4( matrix4 ).invert().transpose();
}
transposeIntoArray( r ) {
const m = this.elements;
r[ 0 ] = m[ 0 ];
r[ 1 ] = m[ 3 ];
r[ 2 ] = m[ 6 ];
r[ 3 ] = m[ 1 ];
r[ 4 ] = m[ 4 ];
r[ 5 ] = m[ 7 ];
r[ 6 ] = m[ 2 ];
r[ 7 ] = m[ 5 ];
r[ 8 ] = m[ 8 ];
return this;
}
setUvTransform( tx, ty, sx, sy, rotation, cx, cy ) {
const c = Math.cos( rotation );
const s = Math.sin( rotation );
this.set(
sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
0, 0, 1
);
return this;
}
//
scale( sx, sy ) {
this.premultiply( _m3.makeScale( sx, sy ) );
return this;
}
rotate( theta ) {
this.premultiply( _m3.makeRotation( - theta ) );
return this;
}
translate( tx, ty ) {
this.premultiply( _m3.makeTranslation( tx, ty ) );
return this;
}
// for 2D Transforms
makeTranslation( x, y ) {
if ( x.isVector2 ) {
this.set(
1, 0, x.x,
0, 1, x.y,
0, 0, 1
);
} else {
this.set(
1, 0, x,
0, 1, y,
0, 0, 1
);
}
return this;
}
makeRotation( theta ) {
// counterclockwise
const c = Math.cos( theta );
const s = Math.sin( theta );
this.set(
c, - s, 0,
s, c, 0,
0, 0, 1
);
return this;
}
makeScale( x, y ) {
this.set(
x, 0, 0,
0, y, 0,
0, 0, 1
);
return this;
}
//
equals( matrix ) {
const te = this.elements;
const me = matrix.elements;
for ( let i = 0; i < 9; i ++ ) {
if ( te[ i ] !== me[ i ] ) return false;
}
return true;
}
fromArray( array, offset = 0 ) {
for ( let i = 0; i < 9; i ++ ) {
this.elements[ i ] = array[ i + offset ];
}
return this;
}
toArray( array = [], offset = 0 ) {
const te = this.elements;
array[ offset ] = te[ 0 ];
array[ offset + 1 ] = te[ 1 ];
array[ offset + 2 ] = te[ 2 ];
array[ offset + 3 ] = te[ 3 ];
array[ offset + 4 ] = te[ 4 ];
array[ offset + 5 ] = te[ 5 ];
array[ offset + 6 ] = te[ 6 ];
array[ offset + 7 ] = te[ 7 ];
array[ offset + 8 ] = te[ 8 ];
return array;
}
clone() {
return new this.constructor().fromArray( this.elements );
}
}
const _m3 = /*@__PURE__*/ new Matrix3();
function arrayNeedsUint32( array ) {
// assumes larger values usually on last
for ( let i = array.length - 1; i >= 0; -- i ) {
if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565
}
return false;
}
function createElementNS( name ) {
return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );
}
function createCanvasElement() {
const canvas = createElementNS( 'canvas' );
canvas.style.display = 'block';
return canvas;
}
const _cache = {};
function warnOnce( message ) {
if ( message in _cache ) return;
_cache[ message ] = true;
console.warn( message );
}
function probeAsync( gl, sync, interval ) {
return new Promise( function ( resolve, reject ) {
function probe() {
switch ( gl.clientWaitSync( sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0 ) ) {
case gl.WAIT_FAILED:
reject();
break;
case gl.TIMEOUT_EXPIRED:
setTimeout( probe, interval );
break;
default:
resolve();
}
}
setTimeout( probe, interval );
} );
}
function toNormalizedProjectionMatrix( projectionMatrix ) {
const m = projectionMatrix.elements;
// Convert [-1, 1] to [0, 1] projection matrix
m[ 2 ] = 0.5 * m[ 2 ] + 0.5 * m[ 3 ];
m[ 6 ] = 0.5 * m[ 6 ] + 0.5 * m[ 7 ];
m[ 10 ] = 0.5 * m[ 10 ] + 0.5 * m[ 11 ];
m[ 14 ] = 0.5 * m[ 14 ] + 0.5 * m[ 15 ];
}
function toReversedProjectionMatrix( projectionMatrix ) {
const m = projectionMatrix.elements;
const isPerspectiveMatrix = m[ 11 ] === -1;
// Reverse [0, 1] projection matrix
if ( isPerspectiveMatrix ) {
m[ 10 ] = - m[ 10 ] - 1;
m[ 14 ] = - m[ 14 ];
} else {
m[ 10 ] = - m[ 10 ];
m[ 14 ] = - m[ 14 ] + 1;
}
}
const LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(
0.4123908, 0.3575843, 0.1804808,
0.2126390, 0.7151687, 0.0721923,
0.0193308, 0.1191948, 0.9505322
);
const XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(
3.2409699, -1.5373832, -0.4986108,
-0.9692436, 1.8759675, 0.0415551,
0.0556301, -0.203977, 1.0569715
);
function createColorManagement() {
const ColorManagement = {
enabled: true,
workingColorSpace: LinearSRGBColorSpace,
/**
* Implementations of supported color spaces.
*
* Required:
* - primaries: chromaticity coordinates [ rx ry gx gy bx by ]
* - whitePoint: reference white [ x y ]
* - transfer: transfer function (pre-defined)
* - toXYZ: Matrix3 RGB to XYZ transform
* - fromXYZ: Matrix3 XYZ to RGB transform
* - luminanceCoefficients: RGB luminance coefficients
*
* Optional:
* - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace }
* - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
*
* Reference:
* - https://www.russellcottrell.com/photo/matrixCalculator.htm
*/
spaces: {},
convert: function ( color, sourceColorSpace, targetColorSpace ) {
if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {
return color;
}
if ( this.spaces[ sourceColorSpace ].transfer === SRGBTransfer ) {
color.r = SRGBToLinear( color.r );
color.g = SRGBToLinear( color.g );
color.b = SRGBToLinear( color.b );
}
if ( this.spaces[ sourceColorSpace ].primaries !== this.spaces[ targetColorSpace ].primaries ) {
color.applyMatrix3( this.spaces[ sourceColorSpace ].toXYZ );
color.applyMatrix3( this.spaces[ targetColorSpace ].fromXYZ );
}
if ( this.spaces[ targetColorSpace ].transfer === SRGBTransfer ) {
color.r = LinearToSRGB( color.r );
color.g = LinearToSRGB( color.g );
color.b = LinearToSRGB( color.b );
}
return color;
},
fromWorkingColorSpace: function ( color, targetColorSpace ) {
return this.convert( color, this.workingColorSpace, targetColorSpace );
},
toWorkingColorSpace: function ( color, sourceColorSpace ) {
return this.convert( color, sourceColorSpace, this.workingColorSpace );
},
getPrimaries: function ( colorSpace ) {
return this.spaces[ colorSpace ].primaries;
},
getTransfer: function ( colorSpace ) {
if ( colorSpace === NoColorSpace ) return LinearTransfer;
return this.spaces[ colorSpace ].transfer;
},
getLuminanceCoefficients: function ( target, colorSpace = this.workingColorSpace ) {
return target.fromArray( this.spaces[ colorSpace ].luminanceCoefficients );
},
define: function ( colorSpaces ) {
Object.assign( this.spaces, colorSpaces );
},
// Internal APIs
_getMatrix: function ( targetMatrix, sourceColorSpace, targetColorSpace ) {
return targetMatrix
.copy( this.spaces[ sourceColorSpace ].toXYZ )
.multiply( this.spaces[ targetColorSpace ].fromXYZ );
},
_getDrawingBufferColorSpace: function ( colorSpace ) {
return this.spaces[ colorSpace ].outputColorSpaceConfig.drawingBufferColorSpace;
},
_getUnpackColorSpace: function ( colorSpace = this.workingColorSpace ) {
return this.spaces[ colorSpace ].workingColorSpaceConfig.unpackColorSpace;
}
};
/******************************************************************************
* sRGB definitions
*/
const REC709_PRIMARIES = [ 0.640, 0.330, 0.300, 0.600, 0.150, 0.060 ];
const REC709_LUMINANCE_COEFFICIENTS = [ 0.2126, 0.7152, 0.0722 ];
const D65 = [ 0.3127, 0.3290 ];
ColorManagement.define( {
[ LinearSRGBColorSpace ]: {
primaries: REC709_PRIMARIES,
whitePoint: D65,
transfer: LinearTransfer,
toXYZ: LINEAR_REC709_TO_XYZ,
fromXYZ: XYZ_TO_LINEAR_REC709,
luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
},
[ SRGBColorSpace ]: {
primaries: REC709_PRIMARIES,
whitePoint: D65,
transfer: SRGBTransfer,
toXYZ: LINEAR_REC709_TO_XYZ,
fromXYZ: XYZ_TO_LINEAR_REC709,
luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
},
} );
return ColorManagement;
}
const ColorManagement = /*@__PURE__*/ createColorManagement();
function SRGBToLinear( c ) {
return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
}
function LinearToSRGB( c ) {
return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
}
let _canvas;
class ImageUtils {
static getDataURL( image ) {
if ( /^data:/i.test( image.src ) ) {
return image.src;
}
if ( typeof HTMLCanvasElement === 'undefined' ) {
return image.src;
}
let canvas;
if ( image instanceof HTMLCanvasElement ) {
canvas = image;
} else {
if ( _canvas === undefined ) _canvas = createElementNS( 'canvas' );
_canvas.width = image.width;
_canvas.height = image.height;
const context = _canvas.getContext( '2d' );
if ( image instanceof ImageData ) {
context.putImageData( image, 0, 0 );
} else {
context.drawImage( image, 0, 0, image.width, image.height );
}
canvas = _canvas;
}
return canvas.toDataURL( 'image/png' );
}
static sRGBToLinear( image ) {
if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
const canvas = createElementNS( 'canvas' );
canvas.width = image.width;
canvas.height = image.height;
const context = canvas.getContext( '2d' );
context.drawImage( image, 0, 0, image.width, image.height );
const imageData = context.getImageData( 0, 0, image.width, image.height );
const data = imageData.data;
for ( let i = 0; i < data.length; i ++ ) {
data[ i ] = SRGBToLinear( data[ i ] / 255 ) * 255;
}
context.putImageData( imageData, 0, 0 );
return canvas;
} else if ( image.data ) {
const data = image.data.slice( 0 );
for ( let i = 0; i < data.length; i ++ ) {
if ( data instanceof Uint8Array || data instanceof Uint8ClampedArray ) {
data[ i ] = Math.floor( SRGBToLinear( data[ i ] / 255 ) * 255 );
} else {
// assuming float
data[ i ] = SRGBToLinear( data[ i ] );
}
}
return {
data: data,
width: image.width,
height: image.height
};
} else {
console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
return image;
}
}
}
let _sourceId = 0;
class Source {
constructor( data = null ) {
this.isSource = true;
Object.defineProperty( this, 'id', { value: _sourceId ++ } );
this.uuid = generateUUID();
this.data = data;
this.dataReady = true;
this.version = 0;
}
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
toJSON( meta ) {
const isRootObject = ( meta === undefined || typeof meta === 'string' );
if ( ! isRootObject && meta.images[ this.uuid ] !== undefined ) {
return meta.images[ this.uuid ];
}
const output = {
uuid: this.uuid,
url: ''
};
const data = this.data;
if ( data !== null ) {
let url;
if ( Array.isArray( data ) ) {
// cube texture
url = [];
for ( let i = 0, l = data.length; i < l; i ++ ) {
if ( data[ i ].isDataTexture ) {
url.push( serializeImage( data[ i ].image ) );
} else {
url.push( serializeImage( data[ i ] ) );
}
}
} else {
// texture
url = serializeImage( data );
}
output.url = url;
}
if ( ! isRootObject ) {
meta.images[ this.uuid ] = output;
}
return output;
}
}
function serializeImage( image ) {
if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
// default images
return ImageUtils.getDataURL( image );
} else {
if ( image.data ) {
// images of DataTexture
return {
data: Array.from( image.data ),
width: image.width,
height: image.height,
type: image.data.constructor.name
};
} else {
console.warn( 'THREE.Texture: Unable to serialize Texture.' );
return {};
}
}
}
let _textureId = 0;
class Texture extends EventDispatcher {
constructor( image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = NoColorSpace ) {
super();
this.isTexture = true;
Object.defineProperty( this, 'id', { value: _textureId ++ } );
this.uuid = generateUUID();
this.name = '';
this.source = new Source( image );
this.mipmaps = [];
this.mapping = mapping;
this.channel = 0;
this.wrapS = wrapS;
this.wrapT = wrapT;
this.magFilter = magFilter;
this.minFilter = minFilter;
this.anisotropy = anisotropy;
this.format = format;
this.internalFormat = null;
this.type = type;
this.offset = new Vector2( 0, 0 );
this.repeat = new Vector2( 1, 1 );
this.center = new Vector2( 0, 0 );
this.rotation = 0;
this.matrixAutoUpdate = true;
this.matrix = new Matrix3();
this.generateMipmaps = true;
this.premultiplyAlpha = false;
this.flipY = true;
this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
this.colorSpace = colorSpace;
this.userData = {};
this.version = 0;
this.onUpdate = null;
this.renderTarget = null; // assign texture to a render target
this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not
this.pmremVersion = 0; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)
}
get image() {
return this.source.data;
}
set image( value = null ) {
this.source.data = value;
}
updateMatrix() {
this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
}
clone() {
return new this.constructor().copy( this );
}
copy( source ) {
this.name = source.name;
this.source = source.source;
this.mipmaps = source.mipmaps.slice( 0 );
this.mapping = source.mapping;
this.channel = source.channel;
this.wrapS = source.wrapS;
this.wrapT = source.wrapT;
this.magFilter = source.magFilter;
this.minFilter = source.minFilter;
this.anisotropy = source.anisotropy;
this.format = source.format;
this.internalFormat = source.internalFormat;
this.type = source.type;
this.offset.copy( source.offset );
this.repeat.copy( source.repeat );
this.center.copy( source.center );
this.rotation = source.rotation;
this.matrixAutoUpdate = source.matrixAutoUpdate;
this.matrix.copy( source.matrix );
this.generateMipmaps = source.generateMipmaps;
this.premultiplyAlpha = source.premultiplyAlpha;
this.flipY = source.flipY;
this.unpackAlignment = source.unpackAlignment;
this.colorSpace = source.colorSpace;
this.renderTarget = source.renderTarget;
this.isRenderTargetTexture = source.isRenderTargetTexture;
this.userData = JSON.parse( JSON.stringify( source.userData ) );
this.needsUpdate = true;
return this;
}
toJSON( meta ) {
const isRootObject = ( meta === undefined || typeof meta === 'string' );
if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
return meta.textures[ this.uuid ];
}
const output = {
metadata: {
version: 4.6,
type: 'Texture',
generator: 'Texture.toJSON'
},
uuid: this.uuid,
name: this.name,
image: this.source.toJSON( meta ).uuid,
mapping: this.mapping,
channel: this.channel,
repeat: [ this.repeat.x, this.repeat.y ],
offset: [ this.offset.x, this.offset.y ],
center: [ this.center.x, this.center.y ],
rotation: this.rotation,
wrap: [ this.wrapS, this.wrapT ],
format: this.format,
internalFormat: this.internalFormat,
type: this.type,
colorSpace: this.colorSpace,
minFilter: this.minFilter,
magFilter: this.magFilter,
anisotropy: this.anisotropy,
flipY: this.flipY,
generateMipmaps: this.generateMipmaps,
premultiplyAlpha: this.premultiplyAlpha,
unpackAlignment: this.unpackAlignment
};
if ( Object.keys( this.userData ).length > 0 ) output.userData = this.userData;
if ( ! isRootObject ) {
meta.textures[ this.uuid ] = output;
}
return output;
}
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
transformUv( uv ) {
if ( this.mapping !== UVMapping ) return uv;
uv.applyMatrix3( this.matrix );
if ( uv.x < 0 || uv.x > 1 ) {
switch ( this.wrapS ) {
case RepeatWrapping:
uv.x = uv.x - Math.floor( uv.x );
break;
case ClampToEdgeWrapping:
uv.x = uv.x < 0 ? 0 : 1;
break;
case MirroredRepeatWrapping:
if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
uv.x = Math.ceil( uv.x ) - uv.x;
} else {
uv.x = uv.x - Math.floor( uv.x );
}
break;
}
}
if ( uv.y < 0 || uv.y > 1 ) {
switch ( this.wrapT ) {
case RepeatWrapping:
uv.y = uv.y - Math.floor( uv.y );
break;
case ClampToEdgeWrapping:
uv.y = uv.y < 0 ? 0 : 1;
break;
case MirroredRepeatWrapping:
if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
uv.y = Math.ceil( uv.y ) - uv.y;
} else {
uv.y = uv.y - Math.floor( uv.y );
}
break;
}
}
if ( this.flipY ) {
uv.y = 1 - uv.y;
}
return uv;
}
set needsUpdate( value ) {
if ( value === true ) {
this.version ++;
this.source.needsUpdate = true;
}
}
set needsPMREMUpdate( value ) {
if ( value === true ) {
this.pmremVersion ++;
}
}
}
Texture.DEFAULT_IMAGE = null;
Texture.DEFAULT_MAPPING = UVMapping;
Texture.DEFAULT_ANISOTROPY = 1;
class Vector4 {
constructor( x = 0, y = 0, z = 0, w = 1 ) {
Vector4.prototype.isVector4 = true;
this.x = x;
this.y = y;
this.z = z;
this.w = w;
}
get width() {
return this.z;
}
set width( value ) {
this.z = value;
}
get height() {
return this.w;
}
set height( value ) {
this.w = value;
}
set( x, y, z, w ) {
this.x = x;
this.y = y;
this.z = z;
this.w = w;
return this;
}
setScalar( scalar ) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
this.w = scalar;
return this;
}
setX( x ) {
this.x = x;
return this;
}
setY( y ) {
this.y = y;
return this;
}
setZ( z ) {
this.z = z;
return this;
}
setW( w ) {
this.w = w;
return this;
}
setComponent( index, value ) {
switch ( index ) {
case 0: this.x = value; break;
case 1: this.y = value; break;
case 2: this.z = value; break;
case 3: this.w = value; break;
default: throw new Error( 'index is out of range: ' + index );
}
return this;
}
getComponent( index ) {
switch ( index ) {
case 0: return this.x;
case 1: return this.y;
case 2: return this.z;
case 3: return this.w;
default: throw new Error( 'index is out of range: ' + index );
}
}
clone() {
return new this.constructor( this.x, this.y, this.z, this.w );
}
copy( v ) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
this.w = ( v.w !== undefined ) ? v.w : 1;
return this;
}
add( v ) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
this.w += v.w;
return this;
}
addScalar( s ) {
this.x += s;
this.y += s;
this.z += s;
this.w += s;
return this;
}
addVectors( a, b ) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
this.w = a.w + b.w;
return this;
}
addScaledVector( v, s ) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
this.w += v.w * s;
return this;
}
sub( v ) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
this.w -= v.w;
return this;
}
subScalar( s ) {
this.x -= s;
this.y -= s;
this.z -= s;
this.w -= s;
return this;
}
subVectors( a, b ) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
this.w = a.w - b.w;
return this;
}
multiply( v ) {
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
this.w *= v.w;
return this;
}
multiplyScalar( scalar ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
this.w *= scalar;
return this;
}
applyMatrix4( m ) {
const x = this.x, y = this.y, z = this.z, w = this.w;
const e = m.elements;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
return this;
}
divide( v ) {
this.x /= v.x;
this.y /= v.y;
this.z /= v.z;
this.w /= v.w;
return this;
}
divideScalar( scalar ) {
return this.multiplyScalar( 1 / scalar );
}
setAxisAngleFromQuaternion( q ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
// q is assumed to be normalized
this.w = 2 * Math.acos( q.w );
const s = Math.sqrt( 1 - q.w * q.w );
if ( s < 0.0001 ) {
this.x = 1;
this.y = 0;
this.z = 0;
} else {
this.x = q.x / s;
this.y = q.y / s;
this.z = q.z / s;
}
return this;
}
setAxisAngleFromRotationMatrix( m ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
let angle, x, y, z; // variables for result
const epsilon = 0.01, // margin to allow for rounding errors
epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
te = m.elements,
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
( Math.abs( m13 - m31 ) < epsilon ) &&
( Math.abs( m23 - m32 ) < epsilon ) ) {
// singularity found
// first check for identity matrix which must have +1 for all terms
// in leading diagonal and zero in other terms
if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
( Math.abs( m13 + m31 ) < epsilon2 ) &&
( Math.abs( m23 + m32 ) < epsilon2 ) &&
( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
// this singularity is identity matrix so angle = 0
this.set( 1, 0, 0, 0 );
return this; // zero angle, arbitrary axis
}
// otherwise this singularity is angle = 180
angle = Math.PI;
const xx = ( m11 + 1 ) / 2;
const yy = ( m22 + 1 ) / 2;
const zz = ( m33 + 1 ) / 2;
const xy = ( m12 + m21 ) / 4;
const xz = ( m13 + m31 ) / 4;
const yz = ( m23 + m32 ) / 4;
if ( ( xx > yy ) && ( xx > zz ) ) {
// m11 is the largest diagonal term
if ( xx < epsilon ) {
x = 0;
y = 0.707106781;
z = 0.707106781;
} else {
x = Math.sqrt( xx );
y = xy / x;
z = xz / x;
}
} else if ( yy > zz ) {
// m22 is the largest diagonal term
if ( yy < epsilon ) {
x = 0.707106781;
y = 0;
z = 0.707106781;
} else {
y = Math.sqrt( yy );
x = xy / y;
z = yz / y;
}
} else {
// m33 is the largest diagonal term so base result on this
if ( zz < epsilon ) {
x = 0.707106781;
y = 0.707106781;
z = 0;
} else {
z = Math.sqrt( zz );
x = xz / z;
y = yz / z;
}
}
this.set( x, y, z, angle );
return this; // return 180 deg rotation
}
// as we have reached here there are no singularities so we can handle normally
let s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
( m13 - m31 ) * ( m13 - m31 ) +
( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
if ( Math.abs( s ) < 0.001 ) s = 1;
// prevent divide by zero, should not happen if matrix is orthogonal and should be
// caught by singularity test above, but I've left it in just in case
this.x = ( m32 - m23 ) / s;
this.y = ( m13 - m31 ) / s;
this.z = ( m21 - m12 ) / s;
this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
return this;
}
setFromMatrixPosition( m ) {
const e = m.elements;
this.x = e[ 12 ];
this.y = e[ 13 ];
this.z = e[ 14 ];
this.w = e[ 15 ];
return this;
}
min( v ) {
this.x = Math.min( this.x, v.x );
this.y = Math.min( this.y, v.y );
this.z = Math.min( this.z, v.z );
this.w = Math.min( this.w, v.w );
return this;
}
max( v ) {
this.x = Math.max( this.x, v.x );
this.y = Math.max( this.y, v.y );
this.z = Math.max( this.z, v.z );
this.w = Math.max( this.w, v.w );
return this;
}
clamp( min, max ) {
// assumes min < max, componentwise
this.x = clamp$1( this.x, min.x, max.x );
this.y = clamp$1( this.y, min.y, max.y );
this.z = clamp$1( this.z, min.z, max.z );
this.w = clamp$1( this.w, min.w, max.w );
return this;
}
clampScalar( minVal, maxVal ) {
this.x = clamp$1( this.x, minVal, maxVal );
this.y = clamp$1( this.y, minVal, maxVal );
this.z = clamp$1( this.z, minVal, maxVal );
this.w = clamp$1( this.w, minVal, maxVal );
return this;
}
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( clamp$1( length, min, max ) );
}
floor() {
this.x = Math.floor( this.x );
this.y = Math.floor( this.y );
this.z = Math.floor( this.z );
this.w = Math.floor( this.w );
return this;
}
ceil() {
this.x = Math.ceil( this.x );
this.y = Math.ceil( this.y );
this.z = Math.ceil( this.z );
this.w = Math.ceil( this.w );
return this;
}
round() {
this.x = Math.round( this.x );
this.y = Math.round( this.y );
this.z = Math.round( this.z );
this.w = Math.round( this.w );
return this;
}
roundToZero() {
this.x = Math.trunc( this.x );
this.y = Math.trunc( this.y );
this.z = Math.trunc( this.z );
this.w = Math.trunc( this.w );
return this;
}
negate() {
this.x = - this.x;
this.y = - this.y;
this.z = - this.z;
this.w = - this.w;
return this;
}
dot( v ) {
return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
}
lengthSq() {
return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
}
length() {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
}
manhattanLength() {
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
}
normalize() {
return this.divideScalar( this.length() || 1 );
}
setLength( length ) {
return this.normalize().multiplyScalar( length );
}
lerp( v, alpha ) {
this.x += ( v.x - this.x ) * alpha;
this.y += ( v.y - this.y ) * alpha;
this.z += ( v.z - this.z ) * alpha;
this.w += ( v.w - this.w ) * alpha;
return this;
}
lerpVectors( v1, v2, alpha ) {
this.x = v1.x + ( v2.x - v1.x ) * alpha;
this.y = v1.y + ( v2.y - v1.y ) * alpha;
this.z = v1.z + ( v2.z - v1.z ) * alpha;
this.w = v1.w + ( v2.w - v1.w ) * alpha;
return this;
}
equals( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
}
fromArray( array, offset = 0 ) {
this.x = array[ offset ];
this.y = array[ offset + 1 ];
this.z = array[ offset + 2 ];
this.w = array[ offset + 3 ];
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this.x;
array[ offset + 1 ] = this.y;
array[ offset + 2 ] = this.z;
array[ offset + 3 ] = this.w;
return array;
}
fromBufferAttribute( attribute, index ) {
this.x = attribute.getX( index );
this.y = attribute.getY( index );
this.z = attribute.getZ( index );
this.w = attribute.getW( index );
return this;
}
random() {
this.x = Math.random();
this.y = Math.random();
this.z = Math.random();
this.w = Math.random();
return this;
}
*[ Symbol.iterator ]() {
yield this.x;
yield this.y;
yield this.z;
yield this.w;
}
}
/*
In options, we can specify:
* Texture parameters for an auto-generated target texture
* depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
*/
class RenderTarget extends EventDispatcher {
constructor( width = 1, height = 1, options = {} ) {
super();
this.isRenderTarget = true;
this.width = width;
this.height = height;
this.depth = 1;
this.scissor = new Vector4( 0, 0, width, height );
this.scissorTest = false;
this.viewport = new Vector4( 0, 0, width, height );
const image = { width: width, height: height, depth: 1 };
options = Object.assign( {
generateMipmaps: false,
internalFormat: null,
minFilter: LinearFilter,
depthBuffer: true,
stencilBuffer: false,
resolveDepthBuffer: true,
resolveStencilBuffer: true,
depthTexture: null,
samples: 0,
count: 1
}, options );
const texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
texture.flipY = false;
texture.generateMipmaps = options.generateMipmaps;
texture.internalFormat = options.internalFormat;
this.textures = [];
const count = options.count;
for ( let i = 0; i < count; i ++ ) {
this.textures[ i ] = texture.clone();
this.textures[ i ].isRenderTargetTexture = true;
this.textures[ i ].renderTarget = this;
}
this.depthBuffer = options.depthBuffer;
this.stencilBuffer = options.stencilBuffer;
this.resolveDepthBuffer = options.resolveDepthBuffer;
this.resolveStencilBuffer = options.resolveStencilBuffer;
this._depthTexture = null;
this.depthTexture = options.depthTexture;
this.samples = options.samples;
}
get texture() {
return this.textures[ 0 ];
}
set texture( value ) {
this.textures[ 0 ] = value;
}
set depthTexture( current ) {
if ( this._depthTexture !== null ) this._depthTexture.renderTarget = null;
if ( current !== null ) current.renderTarget = this;
this._depthTexture = current;
}
get depthTexture() {
return this._depthTexture;
}
setSize( width, height, depth = 1 ) {
if ( this.width !== width || this.height !== height || this.depth !== depth ) {
this.width = width;
this.height = height;
this.depth = depth;
for ( let i = 0, il = this.textures.length; i < il; i ++ ) {
this.textures[ i ].image.width = width;
this.textures[ i ].image.height = height;
this.textures[ i ].image.depth = depth;
}
this.dispose();
}
this.viewport.set( 0, 0, width, height );
this.scissor.set( 0, 0, width, height );
}
clone() {
return new this.constructor().copy( this );
}
copy( source ) {
this.width = source.width;
this.height = source.height;
this.depth = source.depth;
this.scissor.copy( source.scissor );
this.scissorTest = source.scissorTest;
this.viewport.copy( source.viewport );
this.textures.length = 0;
for ( let i = 0, il = source.textures.length; i < il; i ++ ) {
this.textures[ i ] = source.textures[ i ].clone();
this.textures[ i ].isRenderTargetTexture = true;
this.textures[ i ].renderTarget = this;
}
// ensure image object is not shared, see #20328
const image = Object.assign( {}, source.texture.image );
this.texture.source = new Source( image );
this.depthBuffer = source.depthBuffer;
this.stencilBuffer = source.stencilBuffer;
this.resolveDepthBuffer = source.resolveDepthBuffer;
this.resolveStencilBuffer = source.resolveStencilBuffer;
if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();
this.samples = source.samples;
return this;
}
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
}
class WebGLRenderTarget extends RenderTarget {
constructor( width = 1, height = 1, options = {} ) {
super( width, height, options );
this.isWebGLRenderTarget = true;
}
}
class DataArrayTexture extends Texture {
constructor( data = null, width = 1, height = 1, depth = 1 ) {
super( null );
this.isDataArrayTexture = true;
this.image = { data, width, height, depth };
this.magFilter = NearestFilter;
this.minFilter = NearestFilter;
this.wrapR = ClampToEdgeWrapping;
this.generateMipmaps = false;
this.flipY = false;
this.unpackAlignment = 1;
this.layerUpdates = new Set();
}
addLayerUpdate( layerIndex ) {
this.layerUpdates.add( layerIndex );
}
clearLayerUpdates() {
this.layerUpdates.clear();
}
}
class Data3DTexture extends Texture {
constructor( data = null, width = 1, height = 1, depth = 1 ) {
// We're going to add .setXXX() methods for setting properties later.
// Users can still set in Data3DTexture directly.
//
// const texture = new THREE.Data3DTexture( data, width, height, depth );
// texture.anisotropy = 16;
//
// See #14839
super( null );
this.isData3DTexture = true;
this.image = { data, width, height, depth };
this.magFilter = NearestFilter;
this.minFilter = NearestFilter;
this.wrapR = ClampToEdgeWrapping;
this.generateMipmaps = false;
this.flipY = false;
this.unpackAlignment = 1;
}
}
class Quaternion {
constructor( x = 0, y = 0, z = 0, w = 1 ) {
this.isQuaternion = true;
this._x = x;
this._y = y;
this._z = z;
this._w = w;
}
static slerpFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
// fuzz-free, array-based Quaternion SLERP operation
let x0 = src0[ srcOffset0 + 0 ],
y0 = src0[ srcOffset0 + 1 ],
z0 = src0[ srcOffset0 + 2 ],
w0 = src0[ srcOffset0 + 3 ];
const x1 = src1[ srcOffset1 + 0 ],
y1 = src1[ srcOffset1 + 1 ],
z1 = src1[ srcOffset1 + 2 ],
w1 = src1[ srcOffset1 + 3 ];
if ( t === 0 ) {
dst[ dstOffset + 0 ] = x0;
dst[ dstOffset + 1 ] = y0;
dst[ dstOffset + 2 ] = z0;
dst[ dstOffset + 3 ] = w0;
return;
}
if ( t === 1 ) {
dst[ dstOffset + 0 ] = x1;
dst[ dstOffset + 1 ] = y1;
dst[ dstOffset + 2 ] = z1;
dst[ dstOffset + 3 ] = w1;
return;
}
if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
let s = 1 - t;
const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
dir = ( cos >= 0 ? 1 : -1 ),
sqrSin = 1 - cos * cos;
// Skip the Slerp for tiny steps to avoid numeric problems:
if ( sqrSin > Number.EPSILON ) {
const sin = Math.sqrt( sqrSin ),
len = Math.atan2( sin, cos * dir );
s = Math.sin( s * len ) / sin;
t = Math.sin( t * len ) / sin;
}
const tDir = t * dir;
x0 = x0 * s + x1 * tDir;
y0 = y0 * s + y1 * tDir;
z0 = z0 * s + z1 * tDir;
w0 = w0 * s + w1 * tDir;
// Normalize in case we just did a lerp:
if ( s === 1 - t ) {
const f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
x0 *= f;
y0 *= f;
z0 *= f;
w0 *= f;
}
}
dst[ dstOffset ] = x0;
dst[ dstOffset + 1 ] = y0;
dst[ dstOffset + 2 ] = z0;
dst[ dstOffset + 3 ] = w0;
}
static multiplyQuaternionsFlat( dst, dstOffset, src0, srcOffset0, src1, srcOffset1 ) {
const x0 = src0[ srcOffset0 ];
const y0 = src0[ srcOffset0 + 1 ];
const z0 = src0[ srcOffset0 + 2 ];
const w0 = src0[ srcOffset0 + 3 ];
const x1 = src1[ srcOffset1 ];
const y1 = src1[ srcOffset1 + 1 ];
const z1 = src1[ srcOffset1 + 2 ];
const w1 = src1[ srcOffset1 + 3 ];
dst[ dstOffset ] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
dst[ dstOffset + 1 ] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
dst[ dstOffset + 2 ] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
dst[ dstOffset + 3 ] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
return dst;
}
get x() {
return this._x;
}
set x( value ) {
this._x = value;
this._onChangeCallback();
}
get y() {
return this._y;
}
set y( value ) {
this._y = value;
this._onChangeCallback();
}
get z() {
return this._z;
}
set z( value ) {
this._z = value;
this._onChangeCallback();
}
get w() {
return this._w;
}
set w( value ) {
this._w = value;
this._onChangeCallback();
}
set( x, y, z, w ) {
this._x = x;
this._y = y;
this._z = z;
this._w = w;
this._onChangeCallback();
return this;
}
clone() {
return new this.constructor( this._x, this._y, this._z, this._w );
}
copy( quaternion ) {
this._x = quaternion.x;
this._y = quaternion.y;
this._z = quaternion.z;
this._w = quaternion.w;
this._onChangeCallback();
return this;
}
setFromEuler( euler, update = true ) {
const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
// http://www.mathworks.com/matlabcentral/fileexchange/
// 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
// content/SpinCalc.m
const cos = Math.cos;
const sin = Math.sin;
const c1 = cos( x / 2 );
const c2 = cos( y / 2 );
const c3 = cos( z / 2 );
const s1 = sin( x / 2 );
const s2 = sin( y / 2 );
const s3 = sin( z / 2 );
switch ( order ) {
case 'XYZ':
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
break;
case 'YXZ':
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
break;
case 'ZXY':
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
break;
case 'ZYX':
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
break;
case 'YZX':
this._x = s1 * c2 * c3 + c1 * s2 * s3;
this._y = c1 * s2 * c3 + s1 * c2 * s3;
this._z = c1 * c2 * s3 - s1 * s2 * c3;
this._w = c1 * c2 * c3 - s1 * s2 * s3;
break;
case 'XZY':
this._x = s1 * c2 * c3 - c1 * s2 * s3;
this._y = c1 * s2 * c3 - s1 * c2 * s3;
this._z = c1 * c2 * s3 + s1 * s2 * c3;
this._w = c1 * c2 * c3 + s1 * s2 * s3;
break;
default:
console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );
}
if ( update === true ) this._onChangeCallback();
return this;
}
setFromAxisAngle( axis, angle ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
// assumes axis is normalized
const halfAngle = angle / 2, s = Math.sin( halfAngle );
this._x = axis.x * s;
this._y = axis.y * s;
this._z = axis.z * s;
this._w = Math.cos( halfAngle );
this._onChangeCallback();
return this;
}
setFromRotationMatrix( m ) {
// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
const te = m.elements,
m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
trace = m11 + m22 + m33;
if ( trace > 0 ) {
const s = 0.5 / Math.sqrt( trace + 1.0 );
this._w = 0.25 / s;
this._x = ( m32 - m23 ) * s;
this._y = ( m13 - m31 ) * s;
this._z = ( m21 - m12 ) * s;
} else if ( m11 > m22 && m11 > m33 ) {
const s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
this._w = ( m32 - m23 ) / s;
this._x = 0.25 * s;
this._y = ( m12 + m21 ) / s;
this._z = ( m13 + m31 ) / s;
} else if ( m22 > m33 ) {
const s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
this._w = ( m13 - m31 ) / s;
this._x = ( m12 + m21 ) / s;
this._y = 0.25 * s;
this._z = ( m23 + m32 ) / s;
} else {
const s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
this._w = ( m21 - m12 ) / s;
this._x = ( m13 + m31 ) / s;
this._y = ( m23 + m32 ) / s;
this._z = 0.25 * s;
}
this._onChangeCallback();
return this;
}
setFromUnitVectors( vFrom, vTo ) {
// assumes direction vectors vFrom and vTo are normalized
let r = vFrom.dot( vTo ) + 1;
if ( r < Number.EPSILON ) {
// vFrom and vTo point in opposite directions
r = 0;
if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
this._x = - vFrom.y;
this._y = vFrom.x;
this._z = 0;
this._w = r;
} else {
this._x = 0;
this._y = - vFrom.z;
this._z = vFrom.y;
this._w = r;
}
} else {
// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
this._w = r;
}
return this.normalize();
}
angleTo( q ) {
return 2 * Math.acos( Math.abs( clamp$1( this.dot( q ), -1, 1 ) ) );
}
rotateTowards( q, step ) {
const angle = this.angleTo( q );
if ( angle === 0 ) return this;
const t = Math.min( 1, step / angle );
this.slerp( q, t );
return this;
}
identity() {
return this.set( 0, 0, 0, 1 );
}
invert() {
// quaternion is assumed to have unit length
return this.conjugate();
}
conjugate() {
this._x *= -1;
this._y *= -1;
this._z *= -1;
this._onChangeCallback();
return this;
}
dot( v ) {
return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
}
lengthSq() {
return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
}
length() {
return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
}
normalize() {
let l = this.length();
if ( l === 0 ) {
this._x = 0;
this._y = 0;
this._z = 0;
this._w = 1;
} else {
l = 1 / l;
this._x = this._x * l;
this._y = this._y * l;
this._z = this._z * l;
this._w = this._w * l;
}
this._onChangeCallback();
return this;
}
multiply( q ) {
return this.multiplyQuaternions( this, q );
}
premultiply( q ) {
return this.multiplyQuaternions( q, this );
}
multiplyQuaternions( a, b ) {
// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
const qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
this._onChangeCallback();
return this;
}
slerp( qb, t ) {
if ( t === 0 ) return this;
if ( t === 1 ) return this.copy( qb );
const x = this._x, y = this._y, z = this._z, w = this._w;
// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
let cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
if ( cosHalfTheta < 0 ) {
this._w = - qb._w;
this._x = - qb._x;
this._y = - qb._y;
this._z = - qb._z;
cosHalfTheta = - cosHalfTheta;
} else {
this.copy( qb );
}
if ( cosHalfTheta >= 1.0 ) {
this._w = w;
this._x = x;
this._y = y;
this._z = z;
return this;
}
const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
if ( sqrSinHalfTheta <= Number.EPSILON ) {
const s = 1 - t;
this._w = s * w + t * this._w;
this._x = s * x + t * this._x;
this._y = s * y + t * this._y;
this._z = s * z + t * this._z;
this.normalize(); // normalize calls _onChangeCallback()
return this;
}
const sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
const halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
const ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
this._w = ( w * ratioA + this._w * ratioB );
this._x = ( x * ratioA + this._x * ratioB );
this._y = ( y * ratioA + this._y * ratioB );
this._z = ( z * ratioA + this._z * ratioB );
this._onChangeCallback();
return this;
}
slerpQuaternions( qa, qb, t ) {
return this.copy( qa ).slerp( qb, t );
}
random() {
// sets this quaternion to a uniform random unit quaternnion
// Ken Shoemake
// Uniform random rotations
// D. Kirk, editor, Graphics Gems III, pages 124-132. Academic Press, New York, 1992.
const theta1 = 2 * Math.PI * Math.random();
const theta2 = 2 * Math.PI * Math.random();
const x0 = Math.random();
const r1 = Math.sqrt( 1 - x0 );
const r2 = Math.sqrt( x0 );
return this.set(
r1 * Math.sin( theta1 ),
r1 * Math.cos( theta1 ),
r2 * Math.sin( theta2 ),
r2 * Math.cos( theta2 ),
);
}
equals( quaternion ) {
return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
}
fromArray( array, offset = 0 ) {
this._x = array[ offset ];
this._y = array[ offset + 1 ];
this._z = array[ offset + 2 ];
this._w = array[ offset + 3 ];
this._onChangeCallback();
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this._x;
array[ offset + 1 ] = this._y;
array[ offset + 2 ] = this._z;
array[ offset + 3 ] = this._w;
return array;
}
fromBufferAttribute( attribute, index ) {
this._x = attribute.getX( index );
this._y = attribute.getY( index );
this._z = attribute.getZ( index );
this._w = attribute.getW( index );
this._onChangeCallback();
return this;
}
toJSON() {
return this.toArray();
}
_onChange( callback ) {
this._onChangeCallback = callback;
return this;
}
_onChangeCallback() {}
*[ Symbol.iterator ]() {
yield this._x;
yield this._y;
yield this._z;
yield this._w;
}
}
class Vector3 {
constructor( x = 0, y = 0, z = 0 ) {
Vector3.prototype.isVector3 = true;
this.x = x;
this.y = y;
this.z = z;
}
set( x, y, z ) {
if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)
this.x = x;
this.y = y;
this.z = z;
return this;
}
setScalar( scalar ) {
this.x = scalar;
this.y = scalar;
this.z = scalar;
return this;
}
setX( x ) {
this.x = x;
return this;
}
setY( y ) {
this.y = y;
return this;
}
setZ( z ) {
this.z = z;
return this;
}
setComponent( index, value ) {
switch ( index ) {
case 0: this.x = value; break;
case 1: this.y = value; break;
case 2: this.z = value; break;
default: throw new Error( 'index is out of range: ' + index );
}
return this;
}
getComponent( index ) {
switch ( index ) {
case 0: return this.x;
case 1: return this.y;
case 2: return this.z;
default: throw new Error( 'index is out of range: ' + index );
}
}
clone() {
return new this.constructor( this.x, this.y, this.z );
}
copy( v ) {
this.x = v.x;
this.y = v.y;
this.z = v.z;
return this;
}
add( v ) {
this.x += v.x;
this.y += v.y;
this.z += v.z;
return this;
}
addScalar( s ) {
this.x += s;
this.y += s;
this.z += s;
return this;
}
addVectors( a, b ) {
this.x = a.x + b.x;
this.y = a.y + b.y;
this.z = a.z + b.z;
return this;
}
addScaledVector( v, s ) {
this.x += v.x * s;
this.y += v.y * s;
this.z += v.z * s;
return this;
}
sub( v ) {
this.x -= v.x;
this.y -= v.y;
this.z -= v.z;
return this;
}
subScalar( s ) {
this.x -= s;
this.y -= s;
this.z -= s;
return this;
}
subVectors( a, b ) {
this.x = a.x - b.x;
this.y = a.y - b.y;
this.z = a.z - b.z;
return this;
}
multiply( v ) {
this.x *= v.x;
this.y *= v.y;
this.z *= v.z;
return this;
}
multiplyScalar( scalar ) {
this.x *= scalar;
this.y *= scalar;
this.z *= scalar;
return this;
}
multiplyVectors( a, b ) {
this.x = a.x * b.x;
this.y = a.y * b.y;
this.z = a.z * b.z;
return this;
}
applyEuler( euler ) {
return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );
}
applyAxisAngle( axis, angle ) {
return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );
}
applyMatrix3( m ) {
const x = this.x, y = this.y, z = this.z;
const e = m.elements;
this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
return this;
}
applyNormalMatrix( m ) {
return this.applyMatrix3( m ).normalize();
}
applyMatrix4( m ) {
const x = this.x, y = this.y, z = this.z;
const e = m.elements;
const w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
return this;
}
applyQuaternion( q ) {
// quaternion q is assumed to have unit length
const vx = this.x, vy = this.y, vz = this.z;
const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
// t = 2 * cross( q.xyz, v );
const tx = 2 * ( qy * vz - qz * vy );
const ty = 2 * ( qz * vx - qx * vz );
const tz = 2 * ( qx * vy - qy * vx );
// v + q.w * t + cross( q.xyz, t );
this.x = vx + qw * tx + qy * tz - qz * ty;
this.y = vy + qw * ty + qz * tx - qx * tz;
this.z = vz + qw * tz + qx * ty - qy * tx;
return this;
}
project( camera ) {
return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
}
unproject( camera ) {
return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
}
transformDirection( m ) {
// input: THREE.Matrix4 affine matrix
// vector interpreted as a direction
const x = this.x, y = this.y, z = this.z;
const e = m.elements;
this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
return this.normalize();
}
divide( v ) {
this.x /= v.x;
this.y /= v.y;
this.z /= v.z;
return this;
}
divideScalar( scalar ) {
return this.multiplyScalar( 1 / scalar );
}
min( v ) {
this.x = Math.min( this.x, v.x );
this.y = Math.min( this.y, v.y );
this.z = Math.min( this.z, v.z );
return this;
}
max( v ) {
this.x = Math.max( this.x, v.x );
this.y = Math.max( this.y, v.y );
this.z = Math.max( this.z, v.z );
return this;
}
clamp( min, max ) {
// assumes min < max, componentwise
this.x = clamp$1( this.x, min.x, max.x );
this.y = clamp$1( this.y, min.y, max.y );
this.z = clamp$1( this.z, min.z, max.z );
return this;
}
clampScalar( minVal, maxVal ) {
this.x = clamp$1( this.x, minVal, maxVal );
this.y = clamp$1( this.y, minVal, maxVal );
this.z = clamp$1( this.z, minVal, maxVal );
return this;
}
clampLength( min, max ) {
const length = this.length();
return this.divideScalar( length || 1 ).multiplyScalar( clamp$1( length, min, max ) );
}
floor() {
this.x = Math.floor( this.x );
this.y = Math.floor( this.y );
this.z = Math.floor( this.z );
return this;
}
ceil() {
this.x = Math.ceil( this.x );
this.y = Math.ceil( this.y );
this.z = Math.ceil( this.z );
return this;
}
round() {
this.x = Math.round( this.x );
this.y = Math.round( this.y );
this.z = Math.round( this.z );
return this;
}
roundToZero() {
this.x = Math.trunc( this.x );
this.y = Math.trunc( this.y );
this.z = Math.trunc( this.z );
return this;
}
negate() {
this.x = - this.x;
this.y = - this.y;
this.z = - this.z;
return this;
}
dot( v ) {
return this.x * v.x + this.y * v.y + this.z * v.z;
}
// TODO lengthSquared?
lengthSq() {
return this.x * this.x + this.y * this.y + this.z * this.z;
}
length() {
return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
}
manhattanLength() {
return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
}
normalize() {
return this.divideScalar( this.length() || 1 );
}
setLength( length ) {
return this.normalize().multiplyScalar( length );
}
lerp( v, alpha ) {
this.x += ( v.x - this.x ) * alpha;
this.y += ( v.y - this.y ) * alpha;
this.z += ( v.z - this.z ) * alpha;
return this;
}
lerpVectors( v1, v2, alpha ) {
this.x = v1.x + ( v2.x - v1.x ) * alpha;
this.y = v1.y + ( v2.y - v1.y ) * alpha;
this.z = v1.z + ( v2.z - v1.z ) * alpha;
return this;
}
cross( v ) {
return this.crossVectors( this, v );
}
crossVectors( a, b ) {
const ax = a.x, ay = a.y, az = a.z;
const bx = b.x, by = b.y, bz = b.z;
this.x = ay * bz - az * by;
this.y = az * bx - ax * bz;
this.z = ax * by - ay * bx;
return this;
}
projectOnVector( v ) {
const denominator = v.lengthSq();
if ( denominator === 0 ) return this.set( 0, 0, 0 );
const scalar = v.dot( this ) / denominator;
return this.copy( v ).multiplyScalar( scalar );
}
projectOnPlane( planeNormal ) {
_vector$c.copy( this ).projectOnVector( planeNormal );
return this.sub( _vector$c );
}
reflect( normal ) {
// reflect incident vector off plane orthogonal to normal
// normal is assumed to have unit length
return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
}
angleTo( v ) {
const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );
if ( denominator === 0 ) return Math.PI / 2;
const theta = this.dot( v ) / denominator;
// clamp, to handle numerical problems
return Math.acos( clamp$1( theta, -1, 1 ) );
}
distanceTo( v ) {
return Math.sqrt( this.distanceToSquared( v ) );
}
distanceToSquared( v ) {
const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
return dx * dx + dy * dy + dz * dz;
}
manhattanDistanceTo( v ) {
return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
}
setFromSpherical( s ) {
return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
}
setFromSphericalCoords( radius, phi, theta ) {
const sinPhiRadius = Math.sin( phi ) * radius;
this.x = sinPhiRadius * Math.sin( theta );
this.y = Math.cos( phi ) * radius;
this.z = sinPhiRadius * Math.cos( theta );
return this;
}
setFromCylindrical( c ) {
return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
}
setFromCylindricalCoords( radius, theta, y ) {
this.x = radius * Math.sin( theta );
this.y = y;
this.z = radius * Math.cos( theta );
return this;
}
setFromMatrixPosition( m ) {
const e = m.elements;
this.x = e[ 12 ];
this.y = e[ 13 ];
this.z = e[ 14 ];
return this;
}
setFromMatrixScale( m ) {
const sx = this.setFromMatrixColumn( m, 0 ).length();
const sy = this.setFromMatrixColumn( m, 1 ).length();
const sz = this.setFromMatrixColumn( m, 2 ).length();
this.x = sx;
this.y = sy;
this.z = sz;
return this;
}
setFromMatrixColumn( m, index ) {
return this.fromArray( m.elements, index * 4 );
}
setFromMatrix3Column( m, index ) {
return this.fromArray( m.elements, index * 3 );
}
setFromEuler( e ) {
this.x = e._x;
this.y = e._y;
this.z = e._z;
return this;
}
setFromColor( c ) {
this.x = c.r;
this.y = c.g;
this.z = c.b;
return this;
}
equals( v ) {
return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
}
fromArray( array, offset = 0 ) {
this.x = array[ offset ];
this.y = array[ offset + 1 ];
this.z = array[ offset + 2 ];
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this.x;
array[ offset + 1 ] = this.y;
array[ offset + 2 ] = this.z;
return array;
}
fromBufferAttribute( attribute, index ) {
this.x = attribute.getX( index );
this.y = attribute.getY( index );
this.z = attribute.getZ( index );
return this;
}
random() {
this.x = Math.random();
this.y = Math.random();
this.z = Math.random();
return this;
}
randomDirection() {
// https://mathworld.wolfram.com/SpherePointPicking.html
const theta = Math.random() * Math.PI * 2;
const u = Math.random() * 2 - 1;
const c = Math.sqrt( 1 - u * u );
this.x = c * Math.cos( theta );
this.y = u;
this.z = c * Math.sin( theta );
return this;
}
*[ Symbol.iterator ]() {
yield this.x;
yield this.y;
yield this.z;
}
}
const _vector$c = /*@__PURE__*/ new Vector3();
const _quaternion$4 = /*@__PURE__*/ new Quaternion();
class Box3 {
constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {
this.isBox3 = true;
this.min = min;
this.max = max;
}
set( min, max ) {
this.min.copy( min );
this.max.copy( max );
return this;
}
setFromArray( array ) {
this.makeEmpty();
for ( let i = 0, il = array.length; i < il; i += 3 ) {
this.expandByPoint( _vector$b.fromArray( array, i ) );
}
return this;
}
setFromBufferAttribute( attribute ) {
this.makeEmpty();
for ( let i = 0, il = attribute.count; i < il; i ++ ) {
this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );
}
return this;
}
setFromPoints( points ) {
this.makeEmpty();
for ( let i = 0, il = points.length; i < il; i ++ ) {
this.expandByPoint( points[ i ] );
}
return this;
}
setFromCenterAndSize( center, size ) {
const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );
this.min.copy( center ).sub( halfSize );
this.max.copy( center ).add( halfSize );
return this;
}
setFromObject( object, precise = false ) {
this.makeEmpty();
return this.expandByObject( object, precise );
}
clone() {
return new this.constructor().copy( this );
}
copy( box ) {
this.min.copy( box.min );
this.max.copy( box.max );
return this;
}
makeEmpty() {
this.min.x = this.min.y = this.min.z = + Infinity;
this.max.x = this.max.y = this.max.z = - Infinity;
return this;
}
isEmpty() {
// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
}
getCenter( target ) {
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
}
getSize( target ) {
return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
}
expandByPoint( point ) {
this.min.min( point );
this.max.max( point );
return this;
}
expandByVector( vector ) {
this.min.sub( vector );
this.max.add( vector );
return this;
}
expandByScalar( scalar ) {
this.min.addScalar( - scalar );
this.max.addScalar( scalar );
return this;
}
expandByObject( object, precise = false ) {
// Computes the world-axis-aligned bounding box of an object (including its children),
// accounting for both the object's, and children's, world transforms
object.updateWorldMatrix( false, false );
const geometry = object.geometry;
if ( geometry !== undefined ) {
const positionAttribute = geometry.getAttribute( 'position' );
// precise AABB computation based on vertex data requires at least a position attribute.
// instancing isn't supported so far and uses the normal (conservative) code path.
if ( precise === true && positionAttribute !== undefined && object.isInstancedMesh !== true ) {
for ( let i = 0, l = positionAttribute.count; i < l; i ++ ) {
if ( object.isMesh === true ) {
object.getVertexPosition( i, _vector$b );
} else {
_vector$b.fromBufferAttribute( positionAttribute, i );
}
_vector$b.applyMatrix4( object.matrixWorld );
this.expandByPoint( _vector$b );
}
} else {
if ( object.boundingBox !== undefined ) {
// object-level bounding box
if ( object.boundingBox === null ) {
object.computeBoundingBox();
}
_box$4.copy( object.boundingBox );
} else {
// geometry-level bounding box
if ( geometry.boundingBox === null ) {
geometry.computeBoundingBox();
}
_box$4.copy( geometry.boundingBox );
}
_box$4.applyMatrix4( object.matrixWorld );
this.union( _box$4 );
}
}
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
this.expandByObject( children[ i ], precise );
}
return this;
}
containsPoint( point ) {
return point.x >= this.min.x && point.x <= this.max.x &&
point.y >= this.min.y && point.y <= this.max.y &&
point.z >= this.min.z && point.z <= this.max.z;
}
containsBox( box ) {
return this.min.x <= box.min.x && box.max.x <= this.max.x &&
this.min.y <= box.min.y && box.max.y <= this.max.y &&
this.min.z <= box.min.z && box.max.z <= this.max.z;
}
getParameter( point, target ) {
// This can potentially have a divide by zero if the box
// has a size dimension of 0.
return target.set(
( point.x - this.min.x ) / ( this.max.x - this.min.x ),
( point.y - this.min.y ) / ( this.max.y - this.min.y ),
( point.z - this.min.z ) / ( this.max.z - this.min.z )
);
}
intersectsBox( box ) {
// using 6 splitting planes to rule out intersections.
return box.max.x >= this.min.x && box.min.x <= this.max.x &&
box.max.y >= this.min.y && box.min.y <= this.max.y &&
box.max.z >= this.min.z && box.min.z <= this.max.z;
}
intersectsSphere( sphere ) {
// Find the point on the AABB closest to the sphere center.
this.clampPoint( sphere.center, _vector$b );
// If that point is inside the sphere, the AABB and sphere intersect.
return _vector$b.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius );
}
intersectsPlane( plane ) {
// We compute the minimum and maximum dot product values. If those values
// are on the same side (back or front) of the plane, then there is no intersection.
let min, max;
if ( plane.normal.x > 0 ) {
min = plane.normal.x * this.min.x;
max = plane.normal.x * this.max.x;
} else {
min = plane.normal.x * this.max.x;
max = plane.normal.x * this.min.x;
}
if ( plane.normal.y > 0 ) {
min += plane.normal.y * this.min.y;
max += plane.normal.y * this.max.y;
} else {
min += plane.normal.y * this.max.y;
max += plane.normal.y * this.min.y;
}
if ( plane.normal.z > 0 ) {
min += plane.normal.z * this.min.z;
max += plane.normal.z * this.max.z;
} else {
min += plane.normal.z * this.max.z;
max += plane.normal.z * this.min.z;
}
return ( min <= - plane.constant && max >= - plane.constant );
}
intersectsTriangle( triangle ) {
if ( this.isEmpty() ) {
return false;
}
// compute box center and extents
this.getCenter( _center );
_extents.subVectors( this.max, _center );
// translate triangle to aabb origin
_v0$2.subVectors( triangle.a, _center );
_v1$7.subVectors( triangle.b, _center );
_v2$4.subVectors( triangle.c, _center );
// compute edge vectors for triangle
_f0.subVectors( _v1$7, _v0$2 );
_f1.subVectors( _v2$4, _v1$7 );
_f2.subVectors( _v0$2, _v2$4 );
// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
let axes = [
0, - _f0.z, _f0.y, 0, - _f1.z, _f1.y, 0, - _f2.z, _f2.y,
_f0.z, 0, - _f0.x, _f1.z, 0, - _f1.x, _f2.z, 0, - _f2.x,
- _f0.y, _f0.x, 0, - _f1.y, _f1.x, 0, - _f2.y, _f2.x, 0
];
if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
return false;
}
// test 3 face normals from the aabb
axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {
return false;
}
// finally testing the face normal of the triangle
// use already existing triangle edge vectors here
_triangleNormal.crossVectors( _f0, _f1 );
axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];
return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );
}
clampPoint( point, target ) {
return target.copy( point ).clamp( this.min, this.max );
}
distanceToPoint( point ) {
return this.clampPoint( point, _vector$b ).distanceTo( point );
}
getBoundingSphere( target ) {
if ( this.isEmpty() ) {
target.makeEmpty();
} else {
this.getCenter( target.center );
target.radius = this.getSize( _vector$b ).length() * 0.5;
}
return target;
}
intersect( box ) {
this.min.max( box.min );
this.max.min( box.max );
// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
if ( this.isEmpty() ) this.makeEmpty();
return this;
}
union( box ) {
this.min.min( box.min );
this.max.max( box.max );
return this;
}
applyMatrix4( matrix ) {
// transform of empty box is an empty box.
if ( this.isEmpty() ) return this;
// NOTE: I am using a binary pattern to specify all 2^3 combinations below
_points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
_points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
_points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
_points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
_points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
_points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
_points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
_points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
this.setFromPoints( _points );
return this;
}
translate( offset ) {
this.min.add( offset );
this.max.add( offset );
return this;
}
equals( box ) {
return box.min.equals( this.min ) && box.max.equals( this.max );
}
}
const _points = [
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3(),
/*@__PURE__*/ new Vector3()
];
const _vector$b = /*@__PURE__*/ new Vector3();
const _box$4 = /*@__PURE__*/ new Box3();
// triangle centered vertices
const _v0$2 = /*@__PURE__*/ new Vector3();
const _v1$7 = /*@__PURE__*/ new Vector3();
const _v2$4 = /*@__PURE__*/ new Vector3();
// triangle edge vectors
const _f0 = /*@__PURE__*/ new Vector3();
const _f1 = /*@__PURE__*/ new Vector3();
const _f2 = /*@__PURE__*/ new Vector3();
const _center = /*@__PURE__*/ new Vector3();
const _extents = /*@__PURE__*/ new Vector3();
const _triangleNormal = /*@__PURE__*/ new Vector3();
const _testAxis = /*@__PURE__*/ new Vector3();
function satForAxes( axes, v0, v1, v2, extents ) {
for ( let i = 0, j = axes.length - 3; i <= j; i += 3 ) {
_testAxis.fromArray( axes, i );
// project the aabb onto the separating axis
const r = extents.x * Math.abs( _testAxis.x ) + extents.y * Math.abs( _testAxis.y ) + extents.z * Math.abs( _testAxis.z );
// project all 3 vertices of the triangle onto the separating axis
const p0 = v0.dot( _testAxis );
const p1 = v1.dot( _testAxis );
const p2 = v2.dot( _testAxis );
// actual test, basically see if either of the most extreme of the triangle points intersects r
if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
// points of the projected triangle are outside the projected half-length of the aabb
// the axis is separating and we can exit
return false;
}
}
return true;
}
const _box$3 = /*@__PURE__*/ new Box3();
const _v1$6 = /*@__PURE__*/ new Vector3();
const _v2$3 = /*@__PURE__*/ new Vector3();
class Sphere {
constructor( center = new Vector3(), radius = -1 ) {
this.isSphere = true;
this.center = center;
this.radius = radius;
}
set( center, radius ) {
this.center.copy( center );
this.radius = radius;
return this;
}
setFromPoints( points, optionalCenter ) {
const center = this.center;
if ( optionalCenter !== undefined ) {
center.copy( optionalCenter );
} else {
_box$3.setFromPoints( points ).getCenter( center );
}
let maxRadiusSq = 0;
for ( let i = 0, il = points.length; i < il; i ++ ) {
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
}
this.radius = Math.sqrt( maxRadiusSq );
return this;
}
copy( sphere ) {
this.center.copy( sphere.center );
this.radius = sphere.radius;
return this;
}
isEmpty() {
return ( this.radius < 0 );
}
makeEmpty() {
this.center.set( 0, 0, 0 );
this.radius = -1;
return this;
}
containsPoint( point ) {
return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
}
distanceToPoint( point ) {
return ( point.distanceTo( this.center ) - this.radius );
}
intersectsSphere( sphere ) {
const radiusSum = this.radius + sphere.radius;
return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
}
intersectsBox( box ) {
return box.intersectsSphere( this );
}
intersectsPlane( plane ) {
return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
}
clampPoint( point, target ) {
const deltaLengthSq = this.center.distanceToSquared( point );
target.copy( point );
if ( deltaLengthSq > ( this.radius * this.radius ) ) {
target.sub( this.center ).normalize();
target.multiplyScalar( this.radius ).add( this.center );
}
return target;
}
getBoundingBox( target ) {
if ( this.isEmpty() ) {
// Empty sphere produces empty bounding box
target.makeEmpty();
return target;
}
target.set( this.center, this.center );
target.expandByScalar( this.radius );
return target;
}
applyMatrix4( matrix ) {
this.center.applyMatrix4( matrix );
this.radius = this.radius * matrix.getMaxScaleOnAxis();
return this;
}
translate( offset ) {
this.center.add( offset );
return this;
}
expandByPoint( point ) {
if ( this.isEmpty() ) {
this.center.copy( point );
this.radius = 0;
return this;
}
_v1$6.subVectors( point, this.center );
const lengthSq = _v1$6.lengthSq();
if ( lengthSq > ( this.radius * this.radius ) ) {
// calculate the minimal sphere
const length = Math.sqrt( lengthSq );
const delta = ( length - this.radius ) * 0.5;
this.center.addScaledVector( _v1$6, delta / length );
this.radius += delta;
}
return this;
}
union( sphere ) {
if ( sphere.isEmpty() ) {
return this;
}
if ( this.isEmpty() ) {
this.copy( sphere );
return this;
}
if ( this.center.equals( sphere.center ) === true ) {
this.radius = Math.max( this.radius, sphere.radius );
} else {
_v2$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );
this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );
this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );
}
return this;
}
equals( sphere ) {
return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
}
clone() {
return new this.constructor().copy( this );
}
}
const _vector$a = /*@__PURE__*/ new Vector3();
const _segCenter = /*@__PURE__*/ new Vector3();
const _segDir = /*@__PURE__*/ new Vector3();
const _diff = /*@__PURE__*/ new Vector3();
const _edge1 = /*@__PURE__*/ new Vector3();
const _edge2 = /*@__PURE__*/ new Vector3();
const _normal$1 = /*@__PURE__*/ new Vector3();
class Ray {
constructor( origin = new Vector3(), direction = new Vector3( 0, 0, -1 ) ) {
this.origin = origin;
this.direction = direction;
}
set( origin, direction ) {
this.origin.copy( origin );
this.direction.copy( direction );
return this;
}
copy( ray ) {
this.origin.copy( ray.origin );
this.direction.copy( ray.direction );
return this;
}
at( t, target ) {
return target.copy( this.origin ).addScaledVector( this.direction, t );
}
lookAt( v ) {
this.direction.copy( v ).sub( this.origin ).normalize();
return this;
}
recast( t ) {
this.origin.copy( this.at( t, _vector$a ) );
return this;
}
closestPointToPoint( point, target ) {
target.subVectors( point, this.origin );
const directionDistance = target.dot( this.direction );
if ( directionDistance < 0 ) {
return target.copy( this.origin );
}
return target.copy( this.origin ).addScaledVector( this.direction, directionDistance );
}
distanceToPoint( point ) {
return Math.sqrt( this.distanceSqToPoint( point ) );
}
distanceSqToPoint( point ) {
const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );
// point behind the ray
if ( directionDistance < 0 ) {
return this.origin.distanceToSquared( point );
}
_vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );
return _vector$a.distanceToSquared( point );
}
distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
// It returns the min distance between the ray and the segment
// defined by v0 and v1
// It can also set two optional targets :
// - The closest point on the ray
// - The closest point on the segment
_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
_segDir.copy( v1 ).sub( v0 ).normalize();
_diff.copy( this.origin ).sub( _segCenter );
const segExtent = v0.distanceTo( v1 ) * 0.5;
const a01 = - this.direction.dot( _segDir );
const b0 = _diff.dot( this.direction );
const b1 = - _diff.dot( _segDir );
const c = _diff.lengthSq();
const det = Math.abs( 1 - a01 * a01 );
let s0, s1, sqrDist, extDet;
if ( det > 0 ) {
// The ray and segment are not parallel.
s0 = a01 * b1 - b0;
s1 = a01 * b0 - b1;
extDet = segExtent * det;
if ( s0 >= 0 ) {
if ( s1 >= - extDet ) {
if ( s1 <= extDet ) {
// region 0
// Minimum at interior points of ray and segment.
const invDet = 1 / det;
s0 *= invDet;
s1 *= invDet;
sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
} else {
// region 1
s1 = segExtent;
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
} else {
// region 5
s1 = - segExtent;
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
} else {
if ( s1 <= - extDet ) {
// region 4
s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
} else if ( s1 <= extDet ) {
// region 3
s0 = 0;
s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
sqrDist = s1 * ( s1 + 2 * b1 ) + c;
} else {
// region 2
s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
}
} else {
// Ray and segment are parallel.
s1 = ( a01 > 0 ) ? - segExtent : segExtent;
s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
}
if ( optionalPointOnRay ) {
optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );
}
if ( optionalPointOnSegment ) {
optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );
}
return sqrDist;
}
intersectSphere( sphere, target ) {
_vector$a.subVectors( sphere.center, this.origin );
const tca = _vector$a.dot( this.direction );
const d2 = _vector$a.dot( _vector$a ) - tca * tca;
const radius2 = sphere.radius * sphere.radius;
if ( d2 > radius2 ) return null;
const thc = Math.sqrt( radius2 - d2 );
// t0 = first intersect point - entrance on front of sphere
const t0 = tca - thc;
// t1 = second intersect point - exit point on back of sphere
const t1 = tca + thc;
// test to see if t1 is behind the ray - if so, return null
if ( t1 < 0 ) return null;
// test to see if t0 is behind the ray:
// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
// in order to always return an intersect point that is in front of the ray.
if ( t0 < 0 ) return this.at( t1, target );
// else t0 is in front of the ray, so return the first collision point scaled by t0
return this.at( t0, target );
}
intersectsSphere( sphere ) {
return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
}
distanceToPlane( plane ) {
const denominator = plane.normal.dot( this.direction );
if ( denominator === 0 ) {
// line is coplanar, return origin
if ( plane.distanceToPoint( this.origin ) === 0 ) {
return 0;
}
// Null is preferable to undefined since undefined means.... it is undefined
return null;
}
const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
// Return if the ray never intersects the plane
return t >= 0 ? t : null;
}
intersectPlane( plane, target ) {
const t = this.distanceToPlane( plane );
if ( t === null ) {
return null;
}
return this.at( t, target );
}
intersectsPlane( plane ) {
// check if the ray lies on the plane first
const distToPoint = plane.distanceToPoint( this.origin );
if ( distToPoint === 0 ) {
return true;
}
const denominator = plane.normal.dot( this.direction );
if ( denominator * distToPoint < 0 ) {
return true;
}
// ray origin is behind the plane (and is pointing behind it)
return false;
}
intersectBox( box, target ) {
let tmin, tmax, tymin, tymax, tzmin, tzmax;
const invdirx = 1 / this.direction.x,
invdiry = 1 / this.direction.y,
invdirz = 1 / this.direction.z;
const origin = this.origin;
if ( invdirx >= 0 ) {
tmin = ( box.min.x - origin.x ) * invdirx;
tmax = ( box.max.x - origin.x ) * invdirx;
} else {
tmin = ( box.max.x - origin.x ) * invdirx;
tmax = ( box.min.x - origin.x ) * invdirx;
}
if ( invdiry >= 0 ) {
tymin = ( box.min.y - origin.y ) * invdiry;
tymax = ( box.max.y - origin.y ) * invdiry;
} else {
tymin = ( box.max.y - origin.y ) * invdiry;
tymax = ( box.min.y - origin.y ) * invdiry;
}
if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
if ( tymin > tmin || isNaN( tmin ) ) tmin = tymin;
if ( tymax < tmax || isNaN( tmax ) ) tmax = tymax;
if ( invdirz >= 0 ) {
tzmin = ( box.min.z - origin.z ) * invdirz;
tzmax = ( box.max.z - origin.z ) * invdirz;
} else {
tzmin = ( box.max.z - origin.z ) * invdirz;
tzmax = ( box.min.z - origin.z ) * invdirz;
}
if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
//return point closest to the ray (positive side)
if ( tmax < 0 ) return null;
return this.at( tmin >= 0 ? tmin : tmax, target );
}
intersectsBox( box ) {
return this.intersectBox( box, _vector$a ) !== null;
}
intersectTriangle( a, b, c, backfaceCulling, target ) {
// Compute the offset origin, edges, and normal.
// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
_edge1.subVectors( b, a );
_edge2.subVectors( c, a );
_normal$1.crossVectors( _edge1, _edge2 );
// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
// |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
// |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
// |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
let DdN = this.direction.dot( _normal$1 );
let sign;
if ( DdN > 0 ) {
if ( backfaceCulling ) return null;
sign = 1;
} else if ( DdN < 0 ) {
sign = -1;
DdN = - DdN;
} else {
return null;
}
_diff.subVectors( this.origin, a );
const DdQxE2 = sign * this.direction.dot( _edge2.crossVectors( _diff, _edge2 ) );
// b1 < 0, no intersection
if ( DdQxE2 < 0 ) {
return null;
}
const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );
// b2 < 0, no intersection
if ( DdE1xQ < 0 ) {
return null;
}
// b1+b2 > 1, no intersection
if ( DdQxE2 + DdE1xQ > DdN ) {
return null;
}
// Line intersects triangle, check if ray does.
const QdN = - sign * _diff.dot( _normal$1 );
// t < 0, no intersection
if ( QdN < 0 ) {
return null;
}
// Ray intersects triangle.
return this.at( QdN / DdN, target );
}
applyMatrix4( matrix4 ) {
this.origin.applyMatrix4( matrix4 );
this.direction.transformDirection( matrix4 );
return this;
}
equals( ray ) {
return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
}
clone() {
return new this.constructor().copy( this );
}
}
class Matrix4 {
constructor( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
Matrix4.prototype.isMatrix4 = true;
this.elements = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
];
if ( n11 !== undefined ) {
this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );
}
}
set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
const te = this.elements;
te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
return this;
}
identity() {
this.set(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
return this;
}
clone() {
return new Matrix4().fromArray( this.elements );
}
copy( m ) {
const te = this.elements;
const me = m.elements;
te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
return this;
}
copyPosition( m ) {
const te = this.elements, me = m.elements;
te[ 12 ] = me[ 12 ];
te[ 13 ] = me[ 13 ];
te[ 14 ] = me[ 14 ];
return this;
}
setFromMatrix3( m ) {
const me = m.elements;
this.set(
me[ 0 ], me[ 3 ], me[ 6 ], 0,
me[ 1 ], me[ 4 ], me[ 7 ], 0,
me[ 2 ], me[ 5 ], me[ 8 ], 0,
0, 0, 0, 1
);
return this;
}
extractBasis( xAxis, yAxis, zAxis ) {
xAxis.setFromMatrixColumn( this, 0 );
yAxis.setFromMatrixColumn( this, 1 );
zAxis.setFromMatrixColumn( this, 2 );
return this;
}
makeBasis( xAxis, yAxis, zAxis ) {
this.set(
xAxis.x, yAxis.x, zAxis.x, 0,
xAxis.y, yAxis.y, zAxis.y, 0,
xAxis.z, yAxis.z, zAxis.z, 0,
0, 0, 0, 1
);
return this;
}
extractRotation( m ) {
// this method does not support reflection matrices
const te = this.elements;
const me = m.elements;
const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();
te[ 0 ] = me[ 0 ] * scaleX;
te[ 1 ] = me[ 1 ] * scaleX;
te[ 2 ] = me[ 2 ] * scaleX;
te[ 3 ] = 0;
te[ 4 ] = me[ 4 ] * scaleY;
te[ 5 ] = me[ 5 ] * scaleY;
te[ 6 ] = me[ 6 ] * scaleY;
te[ 7 ] = 0;
te[ 8 ] = me[ 8 ] * scaleZ;
te[ 9 ] = me[ 9 ] * scaleZ;
te[ 10 ] = me[ 10 ] * scaleZ;
te[ 11 ] = 0;
te[ 12 ] = 0;
te[ 13 ] = 0;
te[ 14 ] = 0;
te[ 15 ] = 1;
return this;
}
makeRotationFromEuler( euler ) {
const te = this.elements;
const x = euler.x, y = euler.y, z = euler.z;
const a = Math.cos( x ), b = Math.sin( x );
const c = Math.cos( y ), d = Math.sin( y );
const e = Math.cos( z ), f = Math.sin( z );
if ( euler.order === 'XYZ' ) {
const ae = a * e, af = a * f, be = b * e, bf = b * f;
te[ 0 ] = c * e;
te[ 4 ] = - c * f;
te[ 8 ] = d;
te[ 1 ] = af + be * d;
te[ 5 ] = ae - bf * d;
te[ 9 ] = - b * c;
te[ 2 ] = bf - ae * d;
te[ 6 ] = be + af * d;
te[ 10 ] = a * c;
} else if ( euler.order === 'YXZ' ) {
const ce = c * e, cf = c * f, de = d * e, df = d * f;
te[ 0 ] = ce + df * b;
te[ 4 ] = de * b - cf;
te[ 8 ] = a * d;
te[ 1 ] = a * f;
te[ 5 ] = a * e;
te[ 9 ] = - b;
te[ 2 ] = cf * b - de;
te[ 6 ] = df + ce * b;
te[ 10 ] = a * c;
} else if ( euler.order === 'ZXY' ) {
const ce = c * e, cf = c * f, de = d * e, df = d * f;
te[ 0 ] = ce - df * b;
te[ 4 ] = - a * f;
te[ 8 ] = de + cf * b;
te[ 1 ] = cf + de * b;
te[ 5 ] = a * e;
te[ 9 ] = df - ce * b;
te[ 2 ] = - a * d;
te[ 6 ] = b;
te[ 10 ] = a * c;
} else if ( euler.order === 'ZYX' ) {
const ae = a * e, af = a * f, be = b * e, bf = b * f;
te[ 0 ] = c * e;
te[ 4 ] = be * d - af;
te[ 8 ] = ae * d + bf;
te[ 1 ] = c * f;
te[ 5 ] = bf * d + ae;
te[ 9 ] = af * d - be;
te[ 2 ] = - d;
te[ 6 ] = b * c;
te[ 10 ] = a * c;
} else if ( euler.order === 'YZX' ) {
const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
te[ 0 ] = c * e;
te[ 4 ] = bd - ac * f;
te[ 8 ] = bc * f + ad;
te[ 1 ] = f;
te[ 5 ] = a * e;
te[ 9 ] = - b * e;
te[ 2 ] = - d * e;
te[ 6 ] = ad * f + bc;
te[ 10 ] = ac - bd * f;
} else if ( euler.order === 'XZY' ) {
const ac = a * c, ad = a * d, bc = b * c, bd = b * d;
te[ 0 ] = c * e;
te[ 4 ] = - f;
te[ 8 ] = d * e;
te[ 1 ] = ac * f + bd;
te[ 5 ] = a * e;
te[ 9 ] = ad * f - bc;
te[ 2 ] = bc * f - ad;
te[ 6 ] = b * e;
te[ 10 ] = bd * f + ac;
}
// bottom row
te[ 3 ] = 0;
te[ 7 ] = 0;
te[ 11 ] = 0;
// last column
te[ 12 ] = 0;
te[ 13 ] = 0;
te[ 14 ] = 0;
te[ 15 ] = 1;
return this;
}
makeRotationFromQuaternion( q ) {
return this.compose( _zero, q, _one );
}
lookAt( eye, target, up ) {
const te = this.elements;
_z.subVectors( eye, target );
if ( _z.lengthSq() === 0 ) {
// eye and target are in the same position
_z.z = 1;
}
_z.normalize();
_x.crossVectors( up, _z );
if ( _x.lengthSq() === 0 ) {
// up and z are parallel
if ( Math.abs( up.z ) === 1 ) {
_z.x += 0.0001;
} else {
_z.z += 0.0001;
}
_z.normalize();
_x.crossVectors( up, _z );
}
_x.normalize();
_y.crossVectors( _z, _x );
te[ 0 ] = _x.x; te[ 4 ] = _y.x; te[ 8 ] = _z.x;
te[ 1 ] = _x.y; te[ 5 ] = _y.y; te[ 9 ] = _z.y;
te[ 2 ] = _x.z; te[ 6 ] = _y.z; te[ 10 ] = _z.z;
return this;
}
multiply( m ) {
return this.multiplyMatrices( this, m );
}
premultiply( m ) {
return this.multiplyMatrices( m, this );
}
multiplyMatrices( a, b ) {
const ae = a.elements;
const be = b.elements;
const te = this.elements;
const a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
const a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
const a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
const a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
const b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
const b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
const b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
const b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
return this;
}
multiplyScalar( s ) {
const te = this.elements;
te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
return this;
}
determinant() {
const te = this.elements;
const n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
const n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
const n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
const n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
//TODO: make this more efficient
//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
return (
n41 * (
+ n14 * n23 * n32
- n13 * n24 * n32
- n14 * n22 * n33
+ n12 * n24 * n33
+ n13 * n22 * n34
- n12 * n23 * n34
) +
n42 * (
+ n11 * n23 * n34
- n11 * n24 * n33
+ n14 * n21 * n33
- n13 * n21 * n34
+ n13 * n24 * n31
- n14 * n23 * n31
) +
n43 * (
+ n11 * n24 * n32
- n11 * n22 * n34
- n14 * n21 * n32
+ n12 * n21 * n34
+ n14 * n22 * n31
- n12 * n24 * n31
) +
n44 * (
- n13 * n22 * n31
- n11 * n23 * n32
+ n11 * n22 * n33
+ n13 * n21 * n32
- n12 * n21 * n33
+ n12 * n23 * n31
)
);
}
transpose() {
const te = this.elements;
let tmp;
tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
return this;
}
setPosition( x, y, z ) {
const te = this.elements;
if ( x.isVector3 ) {
te[ 12 ] = x.x;
te[ 13 ] = x.y;
te[ 14 ] = x.z;
} else {
te[ 12 ] = x;
te[ 13 ] = y;
te[ 14 ] = z;
}
return this;
}
invert() {
// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
const te = this.elements,
n11 = te[ 0 ], n21 = te[ 1 ], n31 = te[ 2 ], n41 = te[ 3 ],
n12 = te[ 4 ], n22 = te[ 5 ], n32 = te[ 6 ], n42 = te[ 7 ],
n13 = te[ 8 ], n23 = te[ 9 ], n33 = te[ 10 ], n43 = te[ 11 ],
n14 = te[ 12 ], n24 = te[ 13 ], n34 = te[ 14 ], n44 = te[ 15 ],
t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44,
t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44,
t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44,
t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
const det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14;
if ( det === 0 ) return this.set( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 );
const detInv = 1 / det;
te[ 0 ] = t11 * detInv;
te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;
te[ 4 ] = t12 * detInv;
te[ 5 ] = ( n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44 ) * detInv;
te[ 6 ] = ( n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44 ) * detInv;
te[ 7 ] = ( n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43 ) * detInv;
te[ 8 ] = t13 * detInv;
te[ 9 ] = ( n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44 ) * detInv;
te[ 10 ] = ( n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44 ) * detInv;
te[ 11 ] = ( n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43 ) * detInv;
te[ 12 ] = t14 * detInv;
te[ 13 ] = ( n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34 ) * detInv;
te[ 14 ] = ( n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34 ) * detInv;
te[ 15 ] = ( n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33 ) * detInv;
return this;
}
scale( v ) {
const te = this.elements;
const x = v.x, y = v.y, z = v.z;
te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
return this;
}
getMaxScaleOnAxis() {
const te = this.elements;
const scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
const scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
const scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );
}
makeTranslation( x, y, z ) {
if ( x.isVector3 ) {
this.set(
1, 0, 0, x.x,
0, 1, 0, x.y,
0, 0, 1, x.z,
0, 0, 0, 1
);
} else {
this.set(
1, 0, 0, x,
0, 1, 0, y,
0, 0, 1, z,
0, 0, 0, 1
);
}
return this;
}
makeRotationX( theta ) {
const c = Math.cos( theta ), s = Math.sin( theta );
this.set(
1, 0, 0, 0,
0, c, - s, 0,
0, s, c, 0,
0, 0, 0, 1
);
return this;
}
makeRotationY( theta ) {
const c = Math.cos( theta ), s = Math.sin( theta );
this.set(
c, 0, s, 0,
0, 1, 0, 0,
- s, 0, c, 0,
0, 0, 0, 1
);
return this;
}
makeRotationZ( theta ) {
const c = Math.cos( theta ), s = Math.sin( theta );
this.set(
c, - s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
);
return this;
}
makeRotationAxis( axis, angle ) {
// Based on http://www.gamedev.net/reference/articles/article1199.asp
const c = Math.cos( angle );
const s = Math.sin( angle );
const t = 1 - c;
const x = axis.x, y = axis.y, z = axis.z;
const tx = t * x, ty = t * y;
this.set(
tx * x + c, tx * y - s * z, tx * z + s * y, 0,
tx * y + s * z, ty * y + c, ty * z - s * x, 0,
tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
0, 0, 0, 1
);
return this;
}
makeScale( x, y, z ) {
this.set(
x, 0, 0, 0,
0, y, 0, 0,
0, 0, z, 0,
0, 0, 0, 1
);
return this;
}
makeShear( xy, xz, yx, yz, zx, zy ) {
this.set(
1, yx, zx, 0,
xy, 1, zy, 0,
xz, yz, 1, 0,
0, 0, 0, 1
);
return this;
}
compose( position, quaternion, scale ) {
const te = this.elements;
const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
const x2 = x + x, y2 = y + y, z2 = z + z;
const xx = x * x2, xy = x * y2, xz = x * z2;
const yy = y * y2, yz = y * z2, zz = z * z2;
const wx = w * x2, wy = w * y2, wz = w * z2;
const sx = scale.x, sy = scale.y, sz = scale.z;
te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
te[ 1 ] = ( xy + wz ) * sx;
te[ 2 ] = ( xz - wy ) * sx;
te[ 3 ] = 0;
te[ 4 ] = ( xy - wz ) * sy;
te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
te[ 6 ] = ( yz + wx ) * sy;
te[ 7 ] = 0;
te[ 8 ] = ( xz + wy ) * sz;
te[ 9 ] = ( yz - wx ) * sz;
te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
te[ 11 ] = 0;
te[ 12 ] = position.x;
te[ 13 ] = position.y;
te[ 14 ] = position.z;
te[ 15 ] = 1;
return this;
}
decompose( position, quaternion, scale ) {
const te = this.elements;
let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
// if determine is negative, we need to invert one scale
const det = this.determinant();
if ( det < 0 ) sx = - sx;
position.x = te[ 12 ];
position.y = te[ 13 ];
position.z = te[ 14 ];
// scale the rotation part
_m1$2.copy( this );
const invSX = 1 / sx;
const invSY = 1 / sy;
const invSZ = 1 / sz;
_m1$2.elements[ 0 ] *= invSX;
_m1$2.elements[ 1 ] *= invSX;
_m1$2.elements[ 2 ] *= invSX;
_m1$2.elements[ 4 ] *= invSY;
_m1$2.elements[ 5 ] *= invSY;
_m1$2.elements[ 6 ] *= invSY;
_m1$2.elements[ 8 ] *= invSZ;
_m1$2.elements[ 9 ] *= invSZ;
_m1$2.elements[ 10 ] *= invSZ;
quaternion.setFromRotationMatrix( _m1$2 );
scale.x = sx;
scale.y = sy;
scale.z = sz;
return this;
}
makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
const te = this.elements;
const x = 2 * near / ( right - left );
const y = 2 * near / ( top - bottom );
const a = ( right + left ) / ( right - left );
const b = ( top + bottom ) / ( top - bottom );
let c, d;
if ( coordinateSystem === WebGLCoordinateSystem ) {
c = - ( far + near ) / ( far - near );
d = ( -2 * far * near ) / ( far - near );
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
c = - far / ( far - near );
d = ( - far * near ) / ( far - near );
} else {
throw new Error( 'THREE.Matrix4.makePerspective(): Invalid coordinate system: ' + coordinateSystem );
}
te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = -1; te[ 15 ] = 0;
return this;
}
makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {
const te = this.elements;
const w = 1.0 / ( right - left );
const h = 1.0 / ( top - bottom );
const p = 1.0 / ( far - near );
const x = ( right + left ) * w;
const y = ( top + bottom ) * h;
let z, zInv;
if ( coordinateSystem === WebGLCoordinateSystem ) {
z = ( far + near ) * p;
zInv = -2 * p;
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
z = near * p;
zInv = -1 * p;
} else {
throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );
}
te[ 0 ] = 2 * w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
te[ 1 ] = 0; te[ 5 ] = 2 * h; te[ 9 ] = 0; te[ 13 ] = - y;
te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = zInv; te[ 14 ] = - z;
te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
return this;
}
equals( matrix ) {
const te = this.elements;
const me = matrix.elements;
for ( let i = 0; i < 16; i ++ ) {
if ( te[ i ] !== me[ i ] ) return false;
}
return true;
}
fromArray( array, offset = 0 ) {
for ( let i = 0; i < 16; i ++ ) {
this.elements[ i ] = array[ i + offset ];
}
return this;
}
toArray( array = [], offset = 0 ) {
const te = this.elements;
array[ offset ] = te[ 0 ];
array[ offset + 1 ] = te[ 1 ];
array[ offset + 2 ] = te[ 2 ];
array[ offset + 3 ] = te[ 3 ];
array[ offset + 4 ] = te[ 4 ];
array[ offset + 5 ] = te[ 5 ];
array[ offset + 6 ] = te[ 6 ];
array[ offset + 7 ] = te[ 7 ];
array[ offset + 8 ] = te[ 8 ];
array[ offset + 9 ] = te[ 9 ];
array[ offset + 10 ] = te[ 10 ];
array[ offset + 11 ] = te[ 11 ];
array[ offset + 12 ] = te[ 12 ];
array[ offset + 13 ] = te[ 13 ];
array[ offset + 14 ] = te[ 14 ];
array[ offset + 15 ] = te[ 15 ];
return array;
}
}
const _v1$5 = /*@__PURE__*/ new Vector3();
const _m1$2 = /*@__PURE__*/ new Matrix4();
const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
const _x = /*@__PURE__*/ new Vector3();
const _y = /*@__PURE__*/ new Vector3();
const _z = /*@__PURE__*/ new Vector3();
const _matrix$2 = /*@__PURE__*/ new Matrix4();
const _quaternion$3 = /*@__PURE__*/ new Quaternion();
class Euler {
constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {
this.isEuler = true;
this._x = x;
this._y = y;
this._z = z;
this._order = order;
}
get x() {
return this._x;
}
set x( value ) {
this._x = value;
this._onChangeCallback();
}
get y() {
return this._y;
}
set y( value ) {
this._y = value;
this._onChangeCallback();
}
get z() {
return this._z;
}
set z( value ) {
this._z = value;
this._onChangeCallback();
}
get order() {
return this._order;
}
set order( value ) {
this._order = value;
this._onChangeCallback();
}
set( x, y, z, order = this._order ) {
this._x = x;
this._y = y;
this._z = z;
this._order = order;
this._onChangeCallback();
return this;
}
clone() {
return new this.constructor( this._x, this._y, this._z, this._order );
}
copy( euler ) {
this._x = euler._x;
this._y = euler._y;
this._z = euler._z;
this._order = euler._order;
this._onChangeCallback();
return this;
}
setFromRotationMatrix( m, order = this._order, update = true ) {
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
const te = m.elements;
const m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
const m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
const m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
switch ( order ) {
case 'XYZ':
this._y = Math.asin( clamp$1( m13, -1, 1 ) );
if ( Math.abs( m13 ) < 0.9999999 ) {
this._x = Math.atan2( - m23, m33 );
this._z = Math.atan2( - m12, m11 );
} else {
this._x = Math.atan2( m32, m22 );
this._z = 0;
}
break;
case 'YXZ':
this._x = Math.asin( - clamp$1( m23, -1, 1 ) );
if ( Math.abs( m23 ) < 0.9999999 ) {
this._y = Math.atan2( m13, m33 );
this._z = Math.atan2( m21, m22 );
} else {
this._y = Math.atan2( - m31, m11 );
this._z = 0;
}
break;
case 'ZXY':
this._x = Math.asin( clamp$1( m32, -1, 1 ) );
if ( Math.abs( m32 ) < 0.9999999 ) {
this._y = Math.atan2( - m31, m33 );
this._z = Math.atan2( - m12, m22 );
} else {
this._y = 0;
this._z = Math.atan2( m21, m11 );
}
break;
case 'ZYX':
this._y = Math.asin( - clamp$1( m31, -1, 1 ) );
if ( Math.abs( m31 ) < 0.9999999 ) {
this._x = Math.atan2( m32, m33 );
this._z = Math.atan2( m21, m11 );
} else {
this._x = 0;
this._z = Math.atan2( - m12, m22 );
}
break;
case 'YZX':
this._z = Math.asin( clamp$1( m21, -1, 1 ) );
if ( Math.abs( m21 ) < 0.9999999 ) {
this._x = Math.atan2( - m23, m22 );
this._y = Math.atan2( - m31, m11 );
} else {
this._x = 0;
this._y = Math.atan2( m13, m33 );
}
break;
case 'XZY':
this._z = Math.asin( - clamp$1( m12, -1, 1 ) );
if ( Math.abs( m12 ) < 0.9999999 ) {
this._x = Math.atan2( m32, m22 );
this._y = Math.atan2( m13, m11 );
} else {
this._x = Math.atan2( - m23, m33 );
this._y = 0;
}
break;
default:
console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );
}
this._order = order;
if ( update === true ) this._onChangeCallback();
return this;
}
setFromQuaternion( q, order, update ) {
_matrix$2.makeRotationFromQuaternion( q );
return this.setFromRotationMatrix( _matrix$2, order, update );
}
setFromVector3( v, order = this._order ) {
return this.set( v.x, v.y, v.z, order );
}
reorder( newOrder ) {
// WARNING: this discards revolution information -bhouston
_quaternion$3.setFromEuler( this );
return this.setFromQuaternion( _quaternion$3, newOrder );
}
equals( euler ) {
return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
}
fromArray( array ) {
this._x = array[ 0 ];
this._y = array[ 1 ];
this._z = array[ 2 ];
if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
this._onChangeCallback();
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this._x;
array[ offset + 1 ] = this._y;
array[ offset + 2 ] = this._z;
array[ offset + 3 ] = this._order;
return array;
}
_onChange( callback ) {
this._onChangeCallback = callback;
return this;
}
_onChangeCallback() {}
*[ Symbol.iterator ]() {
yield this._x;
yield this._y;
yield this._z;
yield this._order;
}
}
Euler.DEFAULT_ORDER = 'XYZ';
class Layers {
constructor() {
this.mask = 1 | 0;
}
set( channel ) {
this.mask = ( 1 << channel | 0 ) >>> 0;
}
enable( channel ) {
this.mask |= 1 << channel | 0;
}
enableAll() {
this.mask = 0xffffffff | 0;
}
toggle( channel ) {
this.mask ^= 1 << channel | 0;
}
disable( channel ) {
this.mask &= ~ ( 1 << channel | 0 );
}
disableAll() {
this.mask = 0;
}
test( layers ) {
return ( this.mask & layers.mask ) !== 0;
}
isEnabled( channel ) {
return ( this.mask & ( 1 << channel | 0 ) ) !== 0;
}
}
let _object3DId = 0;
const _v1$4 = /*@__PURE__*/ new Vector3();
const _q1 = /*@__PURE__*/ new Quaternion();
const _m1$1$1 = /*@__PURE__*/ new Matrix4();
const _target = /*@__PURE__*/ new Vector3();
const _position$3 = /*@__PURE__*/ new Vector3();
const _scale$2 = /*@__PURE__*/ new Vector3();
const _quaternion$2 = /*@__PURE__*/ new Quaternion();
const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );
const _addedEvent = { type: 'added' };
const _removedEvent = { type: 'removed' };
const _childaddedEvent = { type: 'childadded', child: null };
const _childremovedEvent = { type: 'childremoved', child: null };
class Object3D extends EventDispatcher {
constructor() {
super();
this.isObject3D = true;
Object.defineProperty( this, 'id', { value: _object3DId ++ } );
this.uuid = generateUUID();
this.name = '';
this.type = 'Object3D';
this.parent = null;
this.children = [];
this.up = Object3D.DEFAULT_UP.clone();
const position = new Vector3();
const rotation = new Euler();
const quaternion = new Quaternion();
const scale = new Vector3( 1, 1, 1 );
function onRotationChange() {
quaternion.setFromEuler( rotation, false );
}
function onQuaternionChange() {
rotation.setFromQuaternion( quaternion, undefined, false );
}
rotation._onChange( onRotationChange );
quaternion._onChange( onQuaternionChange );
Object.defineProperties( this, {
position: {
configurable: true,
enumerable: true,
value: position
},
rotation: {
configurable: true,
enumerable: true,
value: rotation
},
quaternion: {
configurable: true,
enumerable: true,
value: quaternion
},
scale: {
configurable: true,
enumerable: true,
value: scale
},
modelViewMatrix: {
value: new Matrix4()
},
normalMatrix: {
value: new Matrix3()
}
} );
this.matrix = new Matrix4();
this.matrixWorld = new Matrix4();
this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
this.matrixWorldNeedsUpdate = false;
this.layers = new Layers();
this.visible = true;
this.castShadow = false;
this.receiveShadow = false;
this.frustumCulled = true;
this.renderOrder = 0;
this.animations = [];
this.userData = {};
}
onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}
onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}
onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}
applyMatrix4( matrix ) {
if ( this.matrixAutoUpdate ) this.updateMatrix();
this.matrix.premultiply( matrix );
this.matrix.decompose( this.position, this.quaternion, this.scale );
}
applyQuaternion( q ) {
this.quaternion.premultiply( q );
return this;
}
setRotationFromAxisAngle( axis, angle ) {
// assumes axis is normalized
this.quaternion.setFromAxisAngle( axis, angle );
}
setRotationFromEuler( euler ) {
this.quaternion.setFromEuler( euler, true );
}
setRotationFromMatrix( m ) {
// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
this.quaternion.setFromRotationMatrix( m );
}
setRotationFromQuaternion( q ) {
// assumes q is normalized
this.quaternion.copy( q );
}
rotateOnAxis( axis, angle ) {
// rotate object on axis in object space
// axis is assumed to be normalized
_q1.setFromAxisAngle( axis, angle );
this.quaternion.multiply( _q1 );
return this;
}
rotateOnWorldAxis( axis, angle ) {
// rotate object on axis in world space
// axis is assumed to be normalized
// method assumes no rotated parent
_q1.setFromAxisAngle( axis, angle );
this.quaternion.premultiply( _q1 );
return this;
}
rotateX( angle ) {
return this.rotateOnAxis( _xAxis, angle );
}
rotateY( angle ) {
return this.rotateOnAxis( _yAxis, angle );
}
rotateZ( angle ) {
return this.rotateOnAxis( _zAxis, angle );
}
translateOnAxis( axis, distance ) {
// translate object by distance along axis in object space
// axis is assumed to be normalized
_v1$4.copy( axis ).applyQuaternion( this.quaternion );
this.position.add( _v1$4.multiplyScalar( distance ) );
return this;
}
translateX( distance ) {
return this.translateOnAxis( _xAxis, distance );
}
translateY( distance ) {
return this.translateOnAxis( _yAxis, distance );
}
translateZ( distance ) {
return this.translateOnAxis( _zAxis, distance );
}
localToWorld( vector ) {
this.updateWorldMatrix( true, false );
return vector.applyMatrix4( this.matrixWorld );
}
worldToLocal( vector ) {
this.updateWorldMatrix( true, false );
return vector.applyMatrix4( _m1$1$1.copy( this.matrixWorld ).invert() );
}
lookAt( x, y, z ) {
// This method does not support objects having non-uniformly-scaled parent(s)
if ( x.isVector3 ) {
_target.copy( x );
} else {
_target.set( x, y, z );
}
const parent = this.parent;
this.updateWorldMatrix( true, false );
_position$3.setFromMatrixPosition( this.matrixWorld );
if ( this.isCamera || this.isLight ) {
_m1$1$1.lookAt( _position$3, _target, this.up );
} else {
_m1$1$1.lookAt( _target, _position$3, this.up );
}
this.quaternion.setFromRotationMatrix( _m1$1$1 );
if ( parent ) {
_m1$1$1.extractRotation( parent.matrixWorld );
_q1.setFromRotationMatrix( _m1$1$1 );
this.quaternion.premultiply( _q1.invert() );
}
}
add( object ) {
if ( arguments.length > 1 ) {
for ( let i = 0; i < arguments.length; i ++ ) {
this.add( arguments[ i ] );
}
return this;
}
if ( object === this ) {
console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
return this;
}
if ( object && object.isObject3D ) {
object.removeFromParent();
object.parent = this;
this.children.push( object );
object.dispatchEvent( _addedEvent );
_childaddedEvent.child = object;
this.dispatchEvent( _childaddedEvent );
_childaddedEvent.child = null;
} else {
console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );
}
return this;
}
remove( object ) {
if ( arguments.length > 1 ) {
for ( let i = 0; i < arguments.length; i ++ ) {
this.remove( arguments[ i ] );
}
return this;
}
const index = this.children.indexOf( object );
if ( index !== -1 ) {
object.parent = null;
this.children.splice( index, 1 );
object.dispatchEvent( _removedEvent );
_childremovedEvent.child = object;
this.dispatchEvent( _childremovedEvent );
_childremovedEvent.child = null;
}
return this;
}
removeFromParent() {
const parent = this.parent;
if ( parent !== null ) {
parent.remove( this );
}
return this;
}
clear() {
return this.remove( ... this.children );
}
attach( object ) {
// adds object as a child of this, while maintaining the object's world transform
// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)
this.updateWorldMatrix( true, false );
_m1$1$1.copy( this.matrixWorld ).invert();
if ( object.parent !== null ) {
object.parent.updateWorldMatrix( true, false );
_m1$1$1.multiply( object.parent.matrixWorld );
}
object.applyMatrix4( _m1$1$1 );
object.removeFromParent();
object.parent = this;
this.children.push( object );
object.updateWorldMatrix( false, true );
object.dispatchEvent( _addedEvent );
_childaddedEvent.child = object;
this.dispatchEvent( _childaddedEvent );
_childaddedEvent.child = null;
return this;
}
getObjectById( id ) {
return this.getObjectByProperty( 'id', id );
}
getObjectByName( name ) {
return this.getObjectByProperty( 'name', name );
}
getObjectByProperty( name, value ) {
if ( this[ name ] === value ) return this;
for ( let i = 0, l = this.children.length; i < l; i ++ ) {
const child = this.children[ i ];
const object = child.getObjectByProperty( name, value );
if ( object !== undefined ) {
return object;
}
}
return undefined;
}
getObjectsByProperty( name, value, result = [] ) {
if ( this[ name ] === value ) result.push( this );
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
children[ i ].getObjectsByProperty( name, value, result );
}
return result;
}
getWorldPosition( target ) {
this.updateWorldMatrix( true, false );
return target.setFromMatrixPosition( this.matrixWorld );
}
getWorldQuaternion( target ) {
this.updateWorldMatrix( true, false );
this.matrixWorld.decompose( _position$3, target, _scale$2 );
return target;
}
getWorldScale( target ) {
this.updateWorldMatrix( true, false );
this.matrixWorld.decompose( _position$3, _quaternion$2, target );
return target;
}
getWorldDirection( target ) {
this.updateWorldMatrix( true, false );
const e = this.matrixWorld.elements;
return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
}
raycast( /* raycaster, intersects */ ) {}
traverse( callback ) {
callback( this );
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
children[ i ].traverse( callback );
}
}
traverseVisible( callback ) {
if ( this.visible === false ) return;
callback( this );
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
children[ i ].traverseVisible( callback );
}
}
traverseAncestors( callback ) {
const parent = this.parent;
if ( parent !== null ) {
callback( parent );
parent.traverseAncestors( callback );
}
}
updateMatrix() {
this.matrix.compose( this.position, this.quaternion, this.scale );
this.matrixWorldNeedsUpdate = true;
}
updateMatrixWorld( force ) {
if ( this.matrixAutoUpdate ) this.updateMatrix();
if ( this.matrixWorldNeedsUpdate || force ) {
if ( this.matrixWorldAutoUpdate === true ) {
if ( this.parent === null ) {
this.matrixWorld.copy( this.matrix );
} else {
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
}
}
this.matrixWorldNeedsUpdate = false;
force = true;
}
// make sure descendants are updated if required
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
const child = children[ i ];
child.updateMatrixWorld( force );
}
}
updateWorldMatrix( updateParents, updateChildren ) {
const parent = this.parent;
if ( updateParents === true && parent !== null ) {
parent.updateWorldMatrix( true, false );
}
if ( this.matrixAutoUpdate ) this.updateMatrix();
if ( this.matrixWorldAutoUpdate === true ) {
if ( this.parent === null ) {
this.matrixWorld.copy( this.matrix );
} else {
this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
}
}
// make sure descendants are updated
if ( updateChildren === true ) {
const children = this.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
const child = children[ i ];
child.updateWorldMatrix( false, true );
}
}
}
toJSON( meta ) {
// meta is a string when called from JSON.stringify
const isRootObject = ( meta === undefined || typeof meta === 'string' );
const output = {};
// meta is a hash used to collect geometries, materials.
// not providing it implies that this is the root object
// being serialized.
if ( isRootObject ) {
// initialize meta obj
meta = {
geometries: {},
materials: {},
textures: {},
images: {},
shapes: {},
skeletons: {},
animations: {},
nodes: {}
};
output.metadata = {
version: 4.6,
type: 'Object',
generator: 'Object3D.toJSON'
};
}
// standard Object3D serialization
const object = {};
object.uuid = this.uuid;
object.type = this.type;
if ( this.name !== '' ) object.name = this.name;
if ( this.castShadow === true ) object.castShadow = true;
if ( this.receiveShadow === true ) object.receiveShadow = true;
if ( this.visible === false ) object.visible = false;
if ( this.frustumCulled === false ) object.frustumCulled = false;
if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
if ( Object.keys( this.userData ).length > 0 ) object.userData = this.userData;
object.layers = this.layers.mask;
object.matrix = this.matrix.toArray();
object.up = this.up.toArray();
if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
// object specific properties
if ( this.isInstancedMesh ) {
object.type = 'InstancedMesh';
object.count = this.count;
object.instanceMatrix = this.instanceMatrix.toJSON();
if ( this.instanceColor !== null ) object.instanceColor = this.instanceColor.toJSON();
}
if ( this.isBatchedMesh ) {
object.type = 'BatchedMesh';
object.perObjectFrustumCulled = this.perObjectFrustumCulled;
object.sortObjects = this.sortObjects;
object.drawRanges = this._drawRanges;
object.reservedRanges = this._reservedRanges;
object.visibility = this._visibility;
object.active = this._active;
object.bounds = this._bounds.map( bound => ( {
boxInitialized: bound.boxInitialized,
boxMin: bound.box.min.toArray(),
boxMax: bound.box.max.toArray(),
sphereInitialized: bound.sphereInitialized,
sphereRadius: bound.sphere.radius,
sphereCenter: bound.sphere.center.toArray()
} ) );
object.maxInstanceCount = this._maxInstanceCount;
object.maxVertexCount = this._maxVertexCount;
object.maxIndexCount = this._maxIndexCount;
object.geometryInitialized = this._geometryInitialized;
object.geometryCount = this._geometryCount;
object.matricesTexture = this._matricesTexture.toJSON( meta );
if ( this._colorsTexture !== null ) object.colorsTexture = this._colorsTexture.toJSON( meta );
if ( this.boundingSphere !== null ) {
object.boundingSphere = {
center: object.boundingSphere.center.toArray(),
radius: object.boundingSphere.radius
};
}
if ( this.boundingBox !== null ) {
object.boundingBox = {
min: object.boundingBox.min.toArray(),
max: object.boundingBox.max.toArray()
};
}
}
//
function serialize( library, element ) {
if ( library[ element.uuid ] === undefined ) {
library[ element.uuid ] = element.toJSON( meta );
}
return element.uuid;
}
if ( this.isScene ) {
if ( this.background ) {
if ( this.background.isColor ) {
object.background = this.background.toJSON();
} else if ( this.background.isTexture ) {
object.background = this.background.toJSON( meta ).uuid;
}
}
if ( this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true ) {
object.environment = this.environment.toJSON( meta ).uuid;
}
} else if ( this.isMesh || this.isLine || this.isPoints ) {
object.geometry = serialize( meta.geometries, this.geometry );
const parameters = this.geometry.parameters;
if ( parameters !== undefined && parameters.shapes !== undefined ) {
const shapes = parameters.shapes;
if ( Array.isArray( shapes ) ) {
for ( let i = 0, l = shapes.length; i < l; i ++ ) {
const shape = shapes[ i ];
serialize( meta.shapes, shape );
}
} else {
serialize( meta.shapes, shapes );
}
}
}
if ( this.isSkinnedMesh ) {
object.bindMode = this.bindMode;
object.bindMatrix = this.bindMatrix.toArray();
if ( this.skeleton !== undefined ) {
serialize( meta.skeletons, this.skeleton );
object.skeleton = this.skeleton.uuid;
}
}
if ( this.material !== undefined ) {
if ( Array.isArray( this.material ) ) {
const uuids = [];
for ( let i = 0, l = this.material.length; i < l; i ++ ) {
uuids.push( serialize( meta.materials, this.material[ i ] ) );
}
object.material = uuids;
} else {
object.material = serialize( meta.materials, this.material );
}
}
//
if ( this.children.length > 0 ) {
object.children = [];
for ( let i = 0; i < this.children.length; i ++ ) {
object.children.push( this.children[ i ].toJSON( meta ).object );
}
}
//
if ( this.animations.length > 0 ) {
object.animations = [];
for ( let i = 0; i < this.animations.length; i ++ ) {
const animation = this.animations[ i ];
object.animations.push( serialize( meta.animations, animation ) );
}
}
if ( isRootObject ) {
const geometries = extractFromCache( meta.geometries );
const materials = extractFromCache( meta.materials );
const textures = extractFromCache( meta.textures );
const images = extractFromCache( meta.images );
const shapes = extractFromCache( meta.shapes );
const skeletons = extractFromCache( meta.skeletons );
const animations = extractFromCache( meta.animations );
const nodes = extractFromCache( meta.nodes );
if ( geometries.length > 0 ) output.geometries = geometries;
if ( materials.length > 0 ) output.materials = materials;
if ( textures.length > 0 ) output.textures = textures;
if ( images.length > 0 ) output.images = images;
if ( shapes.length > 0 ) output.shapes = shapes;
if ( skeletons.length > 0 ) output.skeletons = skeletons;
if ( animations.length > 0 ) output.animations = animations;
if ( nodes.length > 0 ) output.nodes = nodes;
}
output.object = object;
return output;
// extract data from the cache hash
// remove metadata on each item
// and return as array
function extractFromCache( cache ) {
const values = [];
for ( const key in cache ) {
const data = cache[ key ];
delete data.metadata;
values.push( data );
}
return values;
}
}
clone( recursive ) {
return new this.constructor().copy( this, recursive );
}
copy( source, recursive = true ) {
this.name = source.name;
this.up.copy( source.up );
this.position.copy( source.position );
this.rotation.order = source.rotation.order;
this.quaternion.copy( source.quaternion );
this.scale.copy( source.scale );
this.matrix.copy( source.matrix );
this.matrixWorld.copy( source.matrixWorld );
this.matrixAutoUpdate = source.matrixAutoUpdate;
this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
this.layers.mask = source.layers.mask;
this.visible = source.visible;
this.castShadow = source.castShadow;
this.receiveShadow = source.receiveShadow;
this.frustumCulled = source.frustumCulled;
this.renderOrder = source.renderOrder;
this.animations = source.animations.slice();
this.userData = JSON.parse( JSON.stringify( source.userData ) );
if ( recursive === true ) {
for ( let i = 0; i < source.children.length; i ++ ) {
const child = source.children[ i ];
this.add( child.clone() );
}
}
return this;
}
}
Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
const _v0$1 = /*@__PURE__*/ new Vector3();
const _v1$3 = /*@__PURE__*/ new Vector3();
const _v2$2 = /*@__PURE__*/ new Vector3();
const _v3$2 = /*@__PURE__*/ new Vector3();
const _vab = /*@__PURE__*/ new Vector3();
const _vac = /*@__PURE__*/ new Vector3();
const _vbc = /*@__PURE__*/ new Vector3();
const _vap = /*@__PURE__*/ new Vector3();
const _vbp = /*@__PURE__*/ new Vector3();
const _vcp = /*@__PURE__*/ new Vector3();
const _v40 = /*@__PURE__*/ new Vector4();
const _v41 = /*@__PURE__*/ new Vector4();
const _v42 = /*@__PURE__*/ new Vector4();
class Triangle {
constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {
this.a = a;
this.b = b;
this.c = c;
}
static getNormal( a, b, c, target ) {
target.subVectors( c, b );
_v0$1.subVectors( a, b );
target.cross( _v0$1 );
const targetLengthSq = target.lengthSq();
if ( targetLengthSq > 0 ) {
return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
}
return target.set( 0, 0, 0 );
}
// static/instance method to calculate barycentric coordinates
// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
static getBarycoord( point, a, b, c, target ) {
_v0$1.subVectors( c, a );
_v1$3.subVectors( b, a );
_v2$2.subVectors( point, a );
const dot00 = _v0$1.dot( _v0$1 );
const dot01 = _v0$1.dot( _v1$3 );
const dot02 = _v0$1.dot( _v2$2 );
const dot11 = _v1$3.dot( _v1$3 );
const dot12 = _v1$3.dot( _v2$2 );
const denom = ( dot00 * dot11 - dot01 * dot01 );
// collinear or singular triangle
if ( denom === 0 ) {
target.set( 0, 0, 0 );
return null;
}
const invDenom = 1 / denom;
const u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
const v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
// barycentric coordinates must always sum to 1
return target.set( 1 - u - v, v, u );
}
static containsPoint( point, a, b, c ) {
// if the triangle is degenerate then we can't contain a point
if ( this.getBarycoord( point, a, b, c, _v3$2 ) === null ) {
return false;
}
return ( _v3$2.x >= 0 ) && ( _v3$2.y >= 0 ) && ( ( _v3$2.x + _v3$2.y ) <= 1 );
}
static getInterpolation( point, p1, p2, p3, v1, v2, v3, target ) {
if ( this.getBarycoord( point, p1, p2, p3, _v3$2 ) === null ) {
target.x = 0;
target.y = 0;
if ( 'z' in target ) target.z = 0;
if ( 'w' in target ) target.w = 0;
return null;
}
target.setScalar( 0 );
target.addScaledVector( v1, _v3$2.x );
target.addScaledVector( v2, _v3$2.y );
target.addScaledVector( v3, _v3$2.z );
return target;
}
static getInterpolatedAttribute( attr, i1, i2, i3, barycoord, target ) {
_v40.setScalar( 0 );
_v41.setScalar( 0 );
_v42.setScalar( 0 );
_v40.fromBufferAttribute( attr, i1 );
_v41.fromBufferAttribute( attr, i2 );
_v42.fromBufferAttribute( attr, i3 );
target.setScalar( 0 );
target.addScaledVector( _v40, barycoord.x );
target.addScaledVector( _v41, barycoord.y );
target.addScaledVector( _v42, barycoord.z );
return target;
}
static isFrontFacing( a, b, c, direction ) {
_v0$1.subVectors( c, b );
_v1$3.subVectors( a, b );
// strictly front facing
return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;
}
set( a, b, c ) {
this.a.copy( a );
this.b.copy( b );
this.c.copy( c );
return this;
}
setFromPointsAndIndices( points, i0, i1, i2 ) {
this.a.copy( points[ i0 ] );
this.b.copy( points[ i1 ] );
this.c.copy( points[ i2 ] );
return this;
}
setFromAttributeAndIndices( attribute, i0, i1, i2 ) {
this.a.fromBufferAttribute( attribute, i0 );
this.b.fromBufferAttribute( attribute, i1 );
this.c.fromBufferAttribute( attribute, i2 );
return this;
}
clone() {
return new this.constructor().copy( this );
}
copy( triangle ) {
this.a.copy( triangle.a );
this.b.copy( triangle.b );
this.c.copy( triangle.c );
return this;
}
getArea() {
_v0$1.subVectors( this.c, this.b );
_v1$3.subVectors( this.a, this.b );
return _v0$1.cross( _v1$3 ).length() * 0.5;
}
getMidpoint( target ) {
return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
}
getNormal( target ) {
return Triangle.getNormal( this.a, this.b, this.c, target );
}
getPlane( target ) {
return target.setFromCoplanarPoints( this.a, this.b, this.c );
}
getBarycoord( point, target ) {
return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
}
getInterpolation( point, v1, v2, v3, target ) {
return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );
}
containsPoint( point ) {
return Triangle.containsPoint( point, this.a, this.b, this.c );
}
isFrontFacing( direction ) {
return Triangle.isFrontFacing( this.a, this.b, this.c, direction );
}
intersectsBox( box ) {
return box.intersectsTriangle( this );
}
closestPointToPoint( p, target ) {
const a = this.a, b = this.b, c = this.c;
let v, w;
// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
// under the accompanying license; see chapter 5.1.5 for detailed explanation.
// basically, we're distinguishing which of the voronoi regions of the triangle
// the point lies in with the minimum amount of redundant computation.
_vab.subVectors( b, a );
_vac.subVectors( c, a );
_vap.subVectors( p, a );
const d1 = _vab.dot( _vap );
const d2 = _vac.dot( _vap );
if ( d1 <= 0 && d2 <= 0 ) {
// vertex region of A; barycentric coords (1, 0, 0)
return target.copy( a );
}
_vbp.subVectors( p, b );
const d3 = _vab.dot( _vbp );
const d4 = _vac.dot( _vbp );
if ( d3 >= 0 && d4 <= d3 ) {
// vertex region of B; barycentric coords (0, 1, 0)
return target.copy( b );
}
const vc = d1 * d4 - d3 * d2;
if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
v = d1 / ( d1 - d3 );
// edge region of AB; barycentric coords (1-v, v, 0)
return target.copy( a ).addScaledVector( _vab, v );
}
_vcp.subVectors( p, c );
const d5 = _vab.dot( _vcp );
const d6 = _vac.dot( _vcp );
if ( d6 >= 0 && d5 <= d6 ) {
// vertex region of C; barycentric coords (0, 0, 1)
return target.copy( c );
}
const vb = d5 * d2 - d1 * d6;
if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
w = d2 / ( d2 - d6 );
// edge region of AC; barycentric coords (1-w, 0, w)
return target.copy( a ).addScaledVector( _vac, w );
}
const va = d3 * d6 - d5 * d4;
if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
_vbc.subVectors( c, b );
w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
// edge region of BC; barycentric coords (0, 1-w, w)
return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC
}
// face region
const denom = 1 / ( va + vb + vc );
// u = va * denom
v = vb * denom;
w = vc * denom;
return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );
}
equals( triangle ) {
return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
}
}
const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
const _hslA = { h: 0, s: 0, l: 0 };
const _hslB = { h: 0, s: 0, l: 0 };
function hue2rgb( p, q, t ) {
if ( t < 0 ) t += 1;
if ( t > 1 ) t -= 1;
if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
if ( t < 1 / 2 ) return q;
if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
return p;
}
class Color {
constructor( r, g, b ) {
this.isColor = true;
this.r = 1;
this.g = 1;
this.b = 1;
return this.set( r, g, b );
}
set( r, g, b ) {
if ( g === undefined && b === undefined ) {
// r is THREE.Color, hex or string
const value = r;
if ( value && value.isColor ) {
this.copy( value );
} else if ( typeof value === 'number' ) {
this.setHex( value );
} else if ( typeof value === 'string' ) {
this.setStyle( value );
}
} else {
this.setRGB( r, g, b );
}
return this;
}
setScalar( scalar ) {
this.r = scalar;
this.g = scalar;
this.b = scalar;
return this;
}
setHex( hex, colorSpace = SRGBColorSpace ) {
hex = Math.floor( hex );
this.r = ( hex >> 16 & 255 ) / 255;
this.g = ( hex >> 8 & 255 ) / 255;
this.b = ( hex & 255 ) / 255;
ColorManagement.toWorkingColorSpace( this, colorSpace );
return this;
}
setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {
this.r = r;
this.g = g;
this.b = b;
ColorManagement.toWorkingColorSpace( this, colorSpace );
return this;
}
setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {
// h,s,l ranges are in 0.0 - 1.0
h = euclideanModulo( h, 1 );
s = clamp$1( s, 0, 1 );
l = clamp$1( l, 0, 1 );
if ( s === 0 ) {
this.r = this.g = this.b = l;
} else {
const p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
const q = ( 2 * l ) - p;
this.r = hue2rgb( q, p, h + 1 / 3 );
this.g = hue2rgb( q, p, h );
this.b = hue2rgb( q, p, h - 1 / 3 );
}
ColorManagement.toWorkingColorSpace( this, colorSpace );
return this;
}
setStyle( style, colorSpace = SRGBColorSpace ) {
function handleAlpha( string ) {
if ( string === undefined ) return;
if ( parseFloat( string ) < 1 ) {
console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );
}
}
let m;
if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {
// rgb / hsl
let color;
const name = m[ 1 ];
const components = m[ 2 ];
switch ( name ) {
case 'rgb':
case 'rgba':
if ( color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
// rgb(255,0,0) rgba(255,0,0,0.5)
handleAlpha( color[ 4 ] );
return this.setRGB(
Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255,
Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255,
Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255,
colorSpace
);
}
if ( color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
handleAlpha( color[ 4 ] );
return this.setRGB(
Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100,
Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100,
Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100,
colorSpace
);
}
break;
case 'hsl':
case 'hsla':
if ( color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec( components ) ) {
// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
handleAlpha( color[ 4 ] );
return this.setHSL(
parseFloat( color[ 1 ] ) / 360,
parseFloat( color[ 2 ] ) / 100,
parseFloat( color[ 3 ] ) / 100,
colorSpace
);
}
break;
default:
console.warn( 'THREE.Color: Unknown color model ' + style );
}
} else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {
// hex color
const hex = m[ 1 ];
const size = hex.length;
if ( size === 3 ) {
// #ff0
return this.setRGB(
parseInt( hex.charAt( 0 ), 16 ) / 15,
parseInt( hex.charAt( 1 ), 16 ) / 15,
parseInt( hex.charAt( 2 ), 16 ) / 15,
colorSpace
);
} else if ( size === 6 ) {
// #ff0000
return this.setHex( parseInt( hex, 16 ), colorSpace );
} else {
console.warn( 'THREE.Color: Invalid hex color ' + style );
}
} else if ( style && style.length > 0 ) {
return this.setColorName( style, colorSpace );
}
return this;
}
setColorName( style, colorSpace = SRGBColorSpace ) {
// color keywords
const hex = _colorKeywords[ style.toLowerCase() ];
if ( hex !== undefined ) {
// red
this.setHex( hex, colorSpace );
} else {
// unknown color
console.warn( 'THREE.Color: Unknown color ' + style );
}
return this;
}
clone() {
return new this.constructor( this.r, this.g, this.b );
}
copy( color ) {
this.r = color.r;
this.g = color.g;
this.b = color.b;
return this;
}
copySRGBToLinear( color ) {
this.r = SRGBToLinear( color.r );
this.g = SRGBToLinear( color.g );
this.b = SRGBToLinear( color.b );
return this;
}
copyLinearToSRGB( color ) {
this.r = LinearToSRGB( color.r );
this.g = LinearToSRGB( color.g );
this.b = LinearToSRGB( color.b );
return this;
}
convertSRGBToLinear() {
this.copySRGBToLinear( this );
return this;
}
convertLinearToSRGB() {
this.copyLinearToSRGB( this );
return this;
}
getHex( colorSpace = SRGBColorSpace ) {
ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
return Math.round( clamp$1( _color.r * 255, 0, 255 ) ) * 65536 + Math.round( clamp$1( _color.g * 255, 0, 255 ) ) * 256 + Math.round( clamp$1( _color.b * 255, 0, 255 ) );
}
getHexString( colorSpace = SRGBColorSpace ) {
return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( -6 );
}
getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {
// h,s,l ranges are in 0.0 - 1.0
ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
const r = _color.r, g = _color.g, b = _color.b;
const max = Math.max( r, g, b );
const min = Math.min( r, g, b );
let hue, saturation;
const lightness = ( min + max ) / 2.0;
if ( min === max ) {
hue = 0;
saturation = 0;
} else {
const delta = max - min;
saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
switch ( max ) {
case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
case g: hue = ( b - r ) / delta + 2; break;
case b: hue = ( r - g ) / delta + 4; break;
}
hue /= 6;
}
target.h = hue;
target.s = saturation;
target.l = lightness;
return target;
}
getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {
ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
target.r = _color.r;
target.g = _color.g;
target.b = _color.b;
return target;
}
getStyle( colorSpace = SRGBColorSpace ) {
ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );
const r = _color.r, g = _color.g, b = _color.b;
if ( colorSpace !== SRGBColorSpace ) {
// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
return `color(${ colorSpace } ${ r.toFixed( 3 ) } ${ g.toFixed( 3 ) } ${ b.toFixed( 3 ) })`;
}
return `rgb(${ Math.round( r * 255 ) },${ Math.round( g * 255 ) },${ Math.round( b * 255 ) })`;
}
offsetHSL( h, s, l ) {
this.getHSL( _hslA );
return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );
}
add( color ) {
this.r += color.r;
this.g += color.g;
this.b += color.b;
return this;
}
addColors( color1, color2 ) {
this.r = color1.r + color2.r;
this.g = color1.g + color2.g;
this.b = color1.b + color2.b;
return this;
}
addScalar( s ) {
this.r += s;
this.g += s;
this.b += s;
return this;
}
sub( color ) {
this.r = Math.max( 0, this.r - color.r );
this.g = Math.max( 0, this.g - color.g );
this.b = Math.max( 0, this.b - color.b );
return this;
}
multiply( color ) {
this.r *= color.r;
this.g *= color.g;
this.b *= color.b;
return this;
}
multiplyScalar( s ) {
this.r *= s;
this.g *= s;
this.b *= s;
return this;
}
lerp( color, alpha ) {
this.r += ( color.r - this.r ) * alpha;
this.g += ( color.g - this.g ) * alpha;
this.b += ( color.b - this.b ) * alpha;
return this;
}
lerpColors( color1, color2, alpha ) {
this.r = color1.r + ( color2.r - color1.r ) * alpha;
this.g = color1.g + ( color2.g - color1.g ) * alpha;
this.b = color1.b + ( color2.b - color1.b ) * alpha;
return this;
}
lerpHSL( color, alpha ) {
this.getHSL( _hslA );
color.getHSL( _hslB );
const h = lerp( _hslA.h, _hslB.h, alpha );
const s = lerp( _hslA.s, _hslB.s, alpha );
const l = lerp( _hslA.l, _hslB.l, alpha );
this.setHSL( h, s, l );
return this;
}
setFromVector3( v ) {
this.r = v.x;
this.g = v.y;
this.b = v.z;
return this;
}
applyMatrix3( m ) {
const r = this.r, g = this.g, b = this.b;
const e = m.elements;
this.r = e[ 0 ] * r + e[ 3 ] * g + e[ 6 ] * b;
this.g = e[ 1 ] * r + e[ 4 ] * g + e[ 7 ] * b;
this.b = e[ 2 ] * r + e[ 5 ] * g + e[ 8 ] * b;
return this;
}
equals( c ) {
return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
}
fromArray( array, offset = 0 ) {
this.r = array[ offset ];
this.g = array[ offset + 1 ];
this.b = array[ offset + 2 ];
return this;
}
toArray( array = [], offset = 0 ) {
array[ offset ] = this.r;
array[ offset + 1 ] = this.g;
array[ offset + 2 ] = this.b;
return array;
}
fromBufferAttribute( attribute, index ) {
this.r = attribute.getX( index );
this.g = attribute.getY( index );
this.b = attribute.getZ( index );
return this;
}
toJSON() {
return this.getHex();
}
*[ Symbol.iterator ]() {
yield this.r;
yield this.g;
yield this.b;
}
}
const _color = /*@__PURE__*/ new Color();
Color.NAMES = _colorKeywords;
let _materialId = 0;
class Material extends EventDispatcher {
constructor() {
super();
this.isMaterial = true;
Object.defineProperty( this, 'id', { value: _materialId ++ } );
this.uuid = generateUUID();
this.name = '';
this.type = 'Material';
this.blending = NormalBlending;
this.side = FrontSide;
this.vertexColors = false;
this.opacity = 1;
this.transparent = false;
this.alphaHash = false;
this.blendSrc = SrcAlphaFactor;
this.blendDst = OneMinusSrcAlphaFactor;
this.blendEquation = AddEquation;
this.blendSrcAlpha = null;
this.blendDstAlpha = null;
this.blendEquationAlpha = null;
this.blendColor = new Color( 0, 0, 0 );
this.blendAlpha = 0;
this.depthFunc = LessEqualDepth;
this.depthTest = true;
this.depthWrite = true;
this.stencilWriteMask = 0xff;
this.stencilFunc = AlwaysStencilFunc;
this.stencilRef = 0;
this.stencilFuncMask = 0xff;
this.stencilFail = KeepStencilOp;
this.stencilZFail = KeepStencilOp;
this.stencilZPass = KeepStencilOp;
this.stencilWrite = false;
this.clippingPlanes = null;
this.clipIntersection = false;
this.clipShadows = false;
this.shadowSide = null;
this.colorWrite = true;
this.precision = null; // override the renderer's default precision for this material
this.polygonOffset = false;
this.polygonOffsetFactor = 0;
this.polygonOffsetUnits = 0;
this.dithering = false;
this.alphaToCoverage = false;
this.premultipliedAlpha = false;
this.forceSinglePass = false;
this.visible = true;
this.toneMapped = true;
this.userData = {};
this.version = 0;
this._alphaTest = 0;
}
get alphaTest() {
return this._alphaTest;
}
set alphaTest( value ) {
if ( this._alphaTest > 0 !== value > 0 ) {
this.version ++;
}
this._alphaTest = value;
}
// onBeforeRender and onBeforeCompile only supported in WebGLRenderer
onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}
onBeforeCompile( /* shaderobject, renderer */ ) {}
customProgramCacheKey() {
return this.onBeforeCompile.toString();
}
setValues( values ) {
if ( values === undefined ) return;
for ( const key in values ) {
const newValue = values[ key ];
if ( newValue === undefined ) {
console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
continue;
}
const currentValue = this[ key ];
if ( currentValue === undefined ) {
console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
continue;
}
if ( currentValue && currentValue.isColor ) {
currentValue.set( newValue );
} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
currentValue.copy( newValue );
} else {
this[ key ] = newValue;
}
}
}
toJSON( meta ) {
const isRootObject = ( meta === undefined || typeof meta === 'string' );
if ( isRootObject ) {
meta = {
textures: {},
images: {}
};
}
const data = {
metadata: {
version: 4.6,
type: 'Material',
generator: 'Material.toJSON'
}
};
// standard Material serialization
data.uuid = this.uuid;
data.type = this.type;
if ( this.name !== '' ) data.name = this.name;
if ( this.color && this.color.isColor ) data.color = this.color.getHex();
if ( this.roughness !== undefined ) data.roughness = this.roughness;
if ( this.metalness !== undefined ) data.metalness = this.metalness;
if ( this.sheen !== undefined ) data.sheen = this.sheen;
if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
if ( this.shininess !== undefined ) data.shininess = this.shininess;
if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
}
if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
}
if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
}
if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
}
if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
}
if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
}
if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
if ( this.lightMap && this.lightMap.isTexture ) {
data.lightMap = this.lightMap.toJSON( meta ).uuid;
data.lightMapIntensity = this.lightMapIntensity;
}
if ( this.aoMap && this.aoMap.isTexture ) {
data.aoMap = this.aoMap.toJSON( meta ).uuid;
data.aoMapIntensity = this.aoMapIntensity;
}
if ( this.bumpMap && this.bumpMap.isTexture ) {
data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
data.bumpScale = this.bumpScale;
}
if ( this.normalMap && this.normalMap.isTexture ) {
data.normalMap = this.normalMap.toJSON( meta ).uuid;
data.normalMapType = this.normalMapType;
data.normalScale = this.normalScale.toArray();
}
if ( this.displacementMap && this.displacementMap.isTexture ) {
data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
data.displacementScale = this.displacementScale;
data.displacementBias = this.displacementBias;
}
if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
if ( this.envMap && this.envMap.isTexture ) {
data.envMap = this.envMap.toJSON( meta ).uuid;
if ( this.combine !== undefined ) data.combine = this.combine;
}
if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
if ( this.gradientMap && this.gradientMap.isTexture ) {
data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
}
if ( this.transmission !== undefined ) data.transmission = this.transmission;
if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
if ( this.thickness !== undefined ) data.thickness = this.thickness;
if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
if ( this.size !== undefined ) data.size = this.size;
if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
if ( this.blending !== NormalBlending ) data.blending = this.blending;
if ( this.side !== FrontSide ) data.side = this.side;
if ( this.vertexColors === true ) data.vertexColors = true;
if ( this.opacity < 1 ) data.opacity = this.opacity;
if ( this.transparent === true ) data.transparent = true;
if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
if ( this.depthTest === false ) data.depthTest = this.depthTest;
if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
// rotation (SpriteMaterial)
if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
if ( this.polygonOffset === true ) data.polygonOffset = true;
if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
if ( this.scale !== undefined ) data.scale = this.scale;
if ( this.dithering === true ) data.dithering = true;
if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
if ( this.alphaHash === true ) data.alphaHash = true;
if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
if ( this.forceSinglePass === true ) data.forceSinglePass = true;
if ( this.wireframe === true ) data.wireframe = true;
if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
if ( this.flatShading === true ) data.flatShading = true;
if ( this.visible === false ) data.visible = false;
if ( this.toneMapped === false ) data.toneMapped = false;
if ( this.fog === false ) data.fog = false;
if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
// TODO: Copied from Object3D.toJSON
function extractFromCache( cache ) {
const values = [];
for ( const key in cache ) {
const data = cache[ key ];
delete data.metadata;
values.push( data );
}
return values;
}
if ( isRootObject ) {
const textures = extractFromCache( meta.textures );
const images = extractFromCache( meta.images );
if ( textures.length > 0 ) data.textures = textures;
if ( images.length > 0 ) data.images = images;
}
return data;
}
clone() {
return new this.constructor().copy( this );
}
copy( source ) {
this.name = source.name;
this.blending = source.blending;
this.side = source.side;
this.vertexColors = source.vertexColors;
this.opacity = source.opacity;
this.transparent = source.transparent;
this.blendSrc = source.blendSrc;
this.blendDst = source.blendDst;
this.blendEquation = source.blendEquation;
this.blendSrcAlpha = source.blendSrcAlpha;
this.blendDstAlpha = source.blendDstAlpha;
this.blendEquationAlpha = source.blendEquationAlpha;
this.blendColor.copy( source.blendColor );
this.blendAlpha = source.blendAlpha;
this.depthFunc = source.depthFunc;
this.depthTest = source.depthTest;
this.depthWrite = source.depthWrite;
this.stencilWriteMask = source.stencilWriteMask;
this.stencilFunc = source.stencilFunc;
this.stencilRef = source.stencilRef;
this.stencilFuncMask = source.stencilFuncMask;
this.stencilFail = source.stencilFail;
this.stencilZFail = source.stencilZFail;
this.stencilZPass = source.stencilZPass;
this.stencilWrite = source.stencilWrite;
const srcPlanes = source.clippingPlanes;
let dstPlanes = null;
if ( srcPlanes !== null ) {
const n = srcPlanes.length;
dstPlanes = new Array( n );
for ( let i = 0; i !== n; ++ i ) {
dstPlanes[ i ] = srcPlanes[ i ].clone();
}
}
this.clippingPlanes = dstPlanes;
this.clipIntersection = source.clipIntersection;
this.clipShadows = source.clipShadows;
this.shadowSide = source.shadowSide;
this.colorWrite = source.colorWrite;
this.precision = source.precision;
this.polygonOffset = source.polygonOffset;
this.polygonOffsetFactor = source.polygonOffsetFactor;
this.polygonOffsetUnits = source.polygonOffsetUnits;
this.dithering = source.dithering;
this.alphaTest = source.alphaTest;
this.alphaHash = source.alphaHash;
this.alphaToCoverage = source.alphaToCoverage;
this.premultipliedAlpha = source.premultipliedAlpha;
this.forceSinglePass = source.forceSinglePass;
this.visible = source.visible;
this.toneMapped = source.toneMapped;
this.userData = JSON.parse( JSON.stringify( source.userData ) );
return this;
}
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
onBuild( /* shaderobject, renderer */ ) {
console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166
}
}
class MeshBasicMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshBasicMaterial = true;
this.type = 'MeshBasicMaterial';
this.color = new Color( 0xffffff ); // emissive
this.map = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.specularMap = null;
this.alphaMap = null;
this.envMap = null;
this.envMapRotation = new Euler();
this.combine = MultiplyOperation;
this.reflectivity = 1;
this.refractionRatio = 0.98;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.fog = true;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.color.copy( source.color );
this.map = source.map;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.envMap = source.envMap;
this.envMapRotation.copy( source.envMapRotation );
this.combine = source.combine;
this.reflectivity = source.reflectivity;
this.refractionRatio = source.refractionRatio;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.fog = source.fog;
return this;
}
}
const _vector$9 = /*@__PURE__*/ new Vector3();
const _vector2$1 = /*@__PURE__*/ new Vector2();
let _id$2 = 0;
class BufferAttribute {
constructor( array, itemSize, normalized = false ) {
if ( Array.isArray( array ) ) {
throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
}
this.isBufferAttribute = true;
Object.defineProperty( this, 'id', { value: _id$2 ++ } );
this.name = '';
this.array = array;
this.itemSize = itemSize;
this.count = array !== undefined ? array.length / itemSize : 0;
this.normalized = normalized;
this.usage = StaticDrawUsage;
this.updateRanges = [];
this.gpuType = FloatType;
this.version = 0;
}
onUploadCallback() {}
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
setUsage( value ) {
this.usage = value;
return this;
}
addUpdateRange( start, count ) {
this.updateRanges.push( { start, count } );
}
clearUpdateRanges() {
this.updateRanges.length = 0;
}
copy( source ) {
this.name = source.name;
this.array = new source.array.constructor( source.array );
this.itemSize = source.itemSize;
this.count = source.count;
this.normalized = source.normalized;
this.usage = source.usage;
this.gpuType = source.gpuType;
return this;
}
copyAt( index1, attribute, index2 ) {
index1 *= this.itemSize;
index2 *= attribute.itemSize;
for ( let i = 0, l = this.itemSize; i < l; i ++ ) {
this.array[ index1 + i ] = attribute.array[ index2 + i ];
}
return this;
}
copyArray( array ) {
this.array.set( array );
return this;
}
applyMatrix3( m ) {
if ( this.itemSize === 2 ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector2$1.fromBufferAttribute( this, i );
_vector2$1.applyMatrix3( m );
this.setXY( i, _vector2$1.x, _vector2$1.y );
}
} else if ( this.itemSize === 3 ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$9.fromBufferAttribute( this, i );
_vector$9.applyMatrix3( m );
this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
}
}
return this;
}
applyMatrix4( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$9.fromBufferAttribute( this, i );
_vector$9.applyMatrix4( m );
this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
}
return this;
}
applyNormalMatrix( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$9.fromBufferAttribute( this, i );
_vector$9.applyNormalMatrix( m );
this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
}
return this;
}
transformDirection( m ) {
for ( let i = 0, l = this.count; i < l; i ++ ) {
_vector$9.fromBufferAttribute( this, i );
_vector$9.transformDirection( m );
this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );
}
return this;
}
set( value, offset = 0 ) {
// Matching BufferAttribute constructor, do not normalize the array.
this.array.set( value, offset );
return this;
}
getComponent( index, component ) {
let value = this.array[ index * this.itemSize + component ];
if ( this.normalized ) value = denormalize( value, this.array );
return value;
}
setComponent( index, component, value ) {
if ( this.normalized ) value = normalize$1( value, this.array );
this.array[ index * this.itemSize + component ] = value;
return this;
}
getX( index ) {
let x = this.array[ index * this.itemSize ];
if ( this.normalized ) x = denormalize( x, this.array );
return x;
}
setX( index, x ) {
if ( this.normalized ) x = normalize$1( x, this.array );
this.array[ index * this.itemSize ] = x;
return this;
}
getY( index ) {
let y = this.array[ index * this.itemSize + 1 ];
if ( this.normalized ) y = denormalize( y, this.array );
return y;
}
setY( index, y ) {
if ( this.normalized ) y = normalize$1( y, this.array );
this.array[ index * this.itemSize + 1 ] = y;
return this;
}
getZ( index ) {
let z = this.array[ index * this.itemSize + 2 ];
if ( this.normalized ) z = denormalize( z, this.array );
return z;
}
setZ( index, z ) {
if ( this.normalized ) z = normalize$1( z, this.array );
this.array[ index * this.itemSize + 2 ] = z;
return this;
}
getW( index ) {
let w = this.array[ index * this.itemSize + 3 ];
if ( this.normalized ) w = denormalize( w, this.array );
return w;
}
setW( index, w ) {
if ( this.normalized ) w = normalize$1( w, this.array );
this.array[ index * this.itemSize + 3 ] = w;
return this;
}
setXY( index, x, y ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize$1( x, this.array );
y = normalize$1( y, this.array );
}
this.array[ index + 0 ] = x;
this.array[ index + 1 ] = y;
return this;
}
setXYZ( index, x, y, z ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize$1( x, this.array );
y = normalize$1( y, this.array );
z = normalize$1( z, this.array );
}
this.array[ index + 0 ] = x;
this.array[ index + 1 ] = y;
this.array[ index + 2 ] = z;
return this;
}
setXYZW( index, x, y, z, w ) {
index *= this.itemSize;
if ( this.normalized ) {
x = normalize$1( x, this.array );
y = normalize$1( y, this.array );
z = normalize$1( z, this.array );
w = normalize$1( w, this.array );
}
this.array[ index + 0 ] = x;
this.array[ index + 1 ] = y;
this.array[ index + 2 ] = z;
this.array[ index + 3 ] = w;
return this;
}
onUpload( callback ) {
this.onUploadCallback = callback;
return this;
}
clone() {
return new this.constructor( this.array, this.itemSize ).copy( this );
}
toJSON() {
const data = {
itemSize: this.itemSize,
type: this.array.constructor.name,
array: Array.from( this.array ),
normalized: this.normalized
};
if ( this.name !== '' ) data.name = this.name;
if ( this.usage !== StaticDrawUsage ) data.usage = this.usage;
return data;
}
}
class Uint16BufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Uint16Array( array ), itemSize, normalized );
}
}
class Uint32BufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Uint32Array( array ), itemSize, normalized );
}
}
class Float32BufferAttribute extends BufferAttribute {
constructor( array, itemSize, normalized ) {
super( new Float32Array( array ), itemSize, normalized );
}
}
let _id$1 = 0;
const _m1$3 = /*@__PURE__*/ new Matrix4();
const _obj = /*@__PURE__*/ new Object3D();
const _offset = /*@__PURE__*/ new Vector3();
const _box$2 = /*@__PURE__*/ new Box3();
const _boxMorphTargets = /*@__PURE__*/ new Box3();
const _vector$8 = /*@__PURE__*/ new Vector3();
class BufferGeometry extends EventDispatcher {
constructor() {
super();
this.isBufferGeometry = true;
Object.defineProperty( this, 'id', { value: _id$1 ++ } );
this.uuid = generateUUID();
this.name = '';
this.type = 'BufferGeometry';
this.index = null;
this.indirect = null;
this.attributes = {};
this.morphAttributes = {};
this.morphTargetsRelative = false;
this.groups = [];
this.boundingBox = null;
this.boundingSphere = null;
this.drawRange = { start: 0, count: Infinity };
this.userData = {};
}
getIndex() {
return this.index;
}
setIndex( index ) {
if ( Array.isArray( index ) ) {
this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
} else {
this.index = index;
}
return this;
}
setIndirect( indirect ) {
this.indirect = indirect;
return this;
}
getIndirect() {
return this.indirect;
}
getAttribute( name ) {
return this.attributes[ name ];
}
setAttribute( name, attribute ) {
this.attributes[ name ] = attribute;
return this;
}
deleteAttribute( name ) {
delete this.attributes[ name ];
return this;
}
hasAttribute( name ) {
return this.attributes[ name ] !== undefined;
}
addGroup( start, count, materialIndex = 0 ) {
this.groups.push( {
start: start,
count: count,
materialIndex: materialIndex
} );
}
clearGroups() {
this.groups = [];
}
setDrawRange( start, count ) {
this.drawRange.start = start;
this.drawRange.count = count;
}
applyMatrix4( matrix ) {
const position = this.attributes.position;
if ( position !== undefined ) {
position.applyMatrix4( matrix );
position.needsUpdate = true;
}
const normal = this.attributes.normal;
if ( normal !== undefined ) {
const normalMatrix = new Matrix3().getNormalMatrix( matrix );
normal.applyNormalMatrix( normalMatrix );
normal.needsUpdate = true;
}
const tangent = this.attributes.tangent;
if ( tangent !== undefined ) {
tangent.transformDirection( matrix );
tangent.needsUpdate = true;
}
if ( this.boundingBox !== null ) {
this.computeBoundingBox();
}
if ( this.boundingSphere !== null ) {
this.computeBoundingSphere();
}
return this;
}
applyQuaternion( q ) {
_m1$3.makeRotationFromQuaternion( q );
this.applyMatrix4( _m1$3 );
return this;
}
rotateX( angle ) {
// rotate geometry around world x-axis
_m1$3.makeRotationX( angle );
this.applyMatrix4( _m1$3 );
return this;
}
rotateY( angle ) {
// rotate geometry around world y-axis
_m1$3.makeRotationY( angle );
this.applyMatrix4( _m1$3 );
return this;
}
rotateZ( angle ) {
// rotate geometry around world z-axis
_m1$3.makeRotationZ( angle );
this.applyMatrix4( _m1$3 );
return this;
}
translate( x, y, z ) {
// translate geometry
_m1$3.makeTranslation( x, y, z );
this.applyMatrix4( _m1$3 );
return this;
}
scale( x, y, z ) {
// scale geometry
_m1$3.makeScale( x, y, z );
this.applyMatrix4( _m1$3 );
return this;
}
lookAt( vector ) {
_obj.lookAt( vector );
_obj.updateMatrix();
this.applyMatrix4( _obj.matrix );
return this;
}
center() {
this.computeBoundingBox();
this.boundingBox.getCenter( _offset ).negate();
this.translate( _offset.x, _offset.y, _offset.z );
return this;
}
setFromPoints( points ) {
const positionAttribute = this.getAttribute( 'position' );
if ( positionAttribute === undefined ) {
const position = [];
for ( let i = 0, l = points.length; i < l; i ++ ) {
const point = points[ i ];
position.push( point.x, point.y, point.z || 0 );
}
this.setAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
} else {
const l = Math.min( points.length, positionAttribute.count ); // make sure data do not exceed buffer size
for ( let i = 0; i < l; i ++ ) {
const point = points[ i ];
positionAttribute.setXYZ( i, point.x, point.y, point.z || 0 );
}
if ( points.length > positionAttribute.count ) {
console.warn( 'THREE.BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.' );
}
positionAttribute.needsUpdate = true;
}
return this;
}
computeBoundingBox() {
if ( this.boundingBox === null ) {
this.boundingBox = new Box3();
}
const position = this.attributes.position;
const morphAttributesPosition = this.morphAttributes.position;
if ( position && position.isGLBufferAttribute ) {
console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.', this );
this.boundingBox.set(
new Vector3( - Infinity, - Infinity, - Infinity ),
new Vector3( + Infinity, + Infinity, + Infinity )
);
return;
}
if ( position !== undefined ) {
this.boundingBox.setFromBufferAttribute( position );
// process morph attributes if present
if ( morphAttributesPosition ) {
for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
const morphAttribute = morphAttributesPosition[ i ];
_box$2.setFromBufferAttribute( morphAttribute );
if ( this.morphTargetsRelative ) {
_vector$8.addVectors( this.boundingBox.min, _box$2.min );
this.boundingBox.expandByPoint( _vector$8 );
_vector$8.addVectors( this.boundingBox.max, _box$2.max );
this.boundingBox.expandByPoint( _vector$8 );
} else {
this.boundingBox.expandByPoint( _box$2.min );
this.boundingBox.expandByPoint( _box$2.max );
}
}
}
} else {
this.boundingBox.makeEmpty();
}
if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
}
}
computeBoundingSphere() {
if ( this.boundingSphere === null ) {
this.boundingSphere = new Sphere();
}
const position = this.attributes.position;
const morphAttributesPosition = this.morphAttributes.position;
if ( position && position.isGLBufferAttribute ) {
console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.', this );
this.boundingSphere.set( new Vector3(), Infinity );
return;
}
if ( position ) {
// first, find the center of the bounding sphere
const center = this.boundingSphere.center;
_box$2.setFromBufferAttribute( position );
// process morph attributes if present
if ( morphAttributesPosition ) {
for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
const morphAttribute = morphAttributesPosition[ i ];
_boxMorphTargets.setFromBufferAttribute( morphAttribute );
if ( this.morphTargetsRelative ) {
_vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
_box$2.expandByPoint( _vector$8 );
_vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
_box$2.expandByPoint( _vector$8 );
} else {
_box$2.expandByPoint( _boxMorphTargets.min );
_box$2.expandByPoint( _boxMorphTargets.max );
}
}
}
_box$2.getCenter( center );
// second, try to find a boundingSphere with a radius smaller than the
// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
let maxRadiusSq = 0;
for ( let i = 0, il = position.count; i < il; i ++ ) {
_vector$8.fromBufferAttribute( position, i );
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
}
// process morph attributes if present
if ( morphAttributesPosition ) {
for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
const morphAttribute = morphAttributesPosition[ i ];
const morphTargetsRelative = this.morphTargetsRelative;
for ( let j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
_vector$8.fromBufferAttribute( morphAttribute, j );
if ( morphTargetsRelative ) {
_offset.fromBufferAttribute( position, j );
_vector$8.add( _offset );
}
maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );
}
}
}
this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
if ( isNaN( this.boundingSphere.radius ) ) {
console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );
}
}
}
computeTangents() {
const index = this.index;
const attributes = this.attributes;
// based on http://www.terathon.com/code/tangent.html
// (per vertex tangents)
if ( index === null ||
attributes.position === undefined ||
attributes.normal === undefined ||
attributes.uv === undefined ) {
console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
return;
}
const positionAttribute = attributes.position;
const normalAttribute = attributes.normal;
const uvAttribute = attributes.uv;
if ( this.hasAttribute( 'tangent' ) === false ) {
this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * positionAttribute.count ), 4 ) );
}
const tangentAttribute = this.getAttribute( 'tangent' );
const tan1 = [], tan2 = [];
for ( let i = 0; i < positionAttribute.count; i ++ ) {
tan1[ i ] = new Vector3();
tan2[ i ] = new Vector3();
}
const vA = new Vector3(),
vB = new Vector3(),
vC = new Vector3(),
uvA = new Vector2(),
uvB = new Vector2(),
uvC = new Vector2(),
sdir = new Vector3(),
tdir = new Vector3();
function handleTriangle( a, b, c ) {
vA.fromBufferAttribute( positionAttribute, a );
vB.fromBufferAttribute( positionAttribute, b );
vC.fromBufferAttribute( positionAttribute, c );
uvA.fromBufferAttribute( uvAttribute, a );
uvB.fromBufferAttribute( uvAttribute, b );
uvC.fromBufferAttribute( uvAttribute, c );
vB.sub( vA );
vC.sub( vA );
uvB.sub( uvA );
uvC.sub( uvA );
const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );
// silently ignore degenerate uv triangles having coincident or colinear vertices
if ( ! isFinite( r ) ) return;
sdir.copy( vB ).multiplyScalar( uvC.y ).addScaledVector( vC, - uvB.y ).multiplyScalar( r );
tdir.copy( vC ).multiplyScalar( uvB.x ).addScaledVector( vB, - uvC.x ).multiplyScalar( r );
tan1[ a ].add( sdir );
tan1[ b ].add( sdir );
tan1[ c ].add( sdir );
tan2[ a ].add( tdir );
tan2[ b ].add( tdir );
tan2[ c ].add( tdir );
}
let groups = this.groups;
if ( groups.length === 0 ) {
groups = [ {
start: 0,
count: index.count
} ];
}
for ( let i = 0, il = groups.length; i < il; ++ i ) {
const group = groups[ i ];
const start = group.start;
const count = group.count;
for ( let j = start, jl = start + count; j < jl; j += 3 ) {
handleTriangle(
index.getX( j + 0 ),
index.getX( j + 1 ),
index.getX( j + 2 )
);
}
}
const tmp = new Vector3(), tmp2 = new Vector3();
const n = new Vector3(), n2 = new Vector3();
function handleVertex( v ) {
n.fromBufferAttribute( normalAttribute, v );
n2.copy( n );
const t = tan1[ v ];
// Gram-Schmidt orthogonalize
tmp.copy( t );
tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
// Calculate handedness
tmp2.crossVectors( n2, t );
const test = tmp2.dot( tan2[ v ] );
const w = ( test < 0.0 ) ? -1 : 1.0;
tangentAttribute.setXYZW( v, tmp.x, tmp.y, tmp.z, w );
}
for ( let i = 0, il = groups.length; i < il; ++ i ) {
const group = groups[ i ];
const start = group.start;
const count = group.count;
for ( let j = start, jl = start + count; j < jl; j += 3 ) {
handleVertex( index.getX( j + 0 ) );
handleVertex( index.getX( j + 1 ) );
handleVertex( index.getX( j + 2 ) );
}
}
}
computeVertexNormals() {
const index = this.index;
const positionAttribute = this.getAttribute( 'position' );
if ( positionAttribute !== undefined ) {
let normalAttribute = this.getAttribute( 'normal' );
if ( normalAttribute === undefined ) {
normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
this.setAttribute( 'normal', normalAttribute );
} else {
// reset existing normals to zero
for ( let i = 0, il = normalAttribute.count; i < il; i ++ ) {
normalAttribute.setXYZ( i, 0, 0, 0 );
}
}
const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
const cb = new Vector3(), ab = new Vector3();
// indexed elements
if ( index ) {
for ( let i = 0, il = index.count; i < il; i += 3 ) {
const vA = index.getX( i + 0 );
const vB = index.getX( i + 1 );
const vC = index.getX( i + 2 );
pA.fromBufferAttribute( positionAttribute, vA );
pB.fromBufferAttribute( positionAttribute, vB );
pC.fromBufferAttribute( positionAttribute, vC );
cb.subVectors( pC, pB );
ab.subVectors( pA, pB );
cb.cross( ab );
nA.fromBufferAttribute( normalAttribute, vA );
nB.fromBufferAttribute( normalAttribute, vB );
nC.fromBufferAttribute( normalAttribute, vC );
nA.add( cb );
nB.add( cb );
nC.add( cb );
normalAttribute.setXYZ( vA, nA.x, nA.y, nA.z );
normalAttribute.setXYZ( vB, nB.x, nB.y, nB.z );
normalAttribute.setXYZ( vC, nC.x, nC.y, nC.z );
}
} else {
// non-indexed elements (unconnected triangle soup)
for ( let i = 0, il = positionAttribute.count; i < il; i += 3 ) {
pA.fromBufferAttribute( positionAttribute, i + 0 );
pB.fromBufferAttribute( positionAttribute, i + 1 );
pC.fromBufferAttribute( positionAttribute, i + 2 );
cb.subVectors( pC, pB );
ab.subVectors( pA, pB );
cb.cross( ab );
normalAttribute.setXYZ( i + 0, cb.x, cb.y, cb.z );
normalAttribute.setXYZ( i + 1, cb.x, cb.y, cb.z );
normalAttribute.setXYZ( i + 2, cb.x, cb.y, cb.z );
}
}
this.normalizeNormals();
normalAttribute.needsUpdate = true;
}
}
normalizeNormals() {
const normals = this.attributes.normal;
for ( let i = 0, il = normals.count; i < il; i ++ ) {
_vector$8.fromBufferAttribute( normals, i );
_vector$8.normalize();
normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );
}
}
toNonIndexed() {
function convertBufferAttribute( attribute, indices ) {
const array = attribute.array;
const itemSize = attribute.itemSize;
const normalized = attribute.normalized;
const array2 = new array.constructor( indices.length * itemSize );
let index = 0, index2 = 0;
for ( let i = 0, l = indices.length; i < l; i ++ ) {
if ( attribute.isInterleavedBufferAttribute ) {
index = indices[ i ] * attribute.data.stride + attribute.offset;
} else {
index = indices[ i ] * itemSize;
}
for ( let j = 0; j < itemSize; j ++ ) {
array2[ index2 ++ ] = array[ index ++ ];
}
}
return new BufferAttribute( array2, itemSize, normalized );
}
//
if ( this.index === null ) {
console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
return this;
}
const geometry2 = new BufferGeometry();
const indices = this.index.array;
const attributes = this.attributes;
// attributes
for ( const name in attributes ) {
const attribute = attributes[ name ];
const newAttribute = convertBufferAttribute( attribute, indices );
geometry2.setAttribute( name, newAttribute );
}
// morph attributes
const morphAttributes = this.morphAttributes;
for ( const name in morphAttributes ) {
const morphArray = [];
const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
const attribute = morphAttribute[ i ];
const newAttribute = convertBufferAttribute( attribute, indices );
morphArray.push( newAttribute );
}
geometry2.morphAttributes[ name ] = morphArray;
}
geometry2.morphTargetsRelative = this.morphTargetsRelative;
// groups
const groups = this.groups;
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
geometry2.addGroup( group.start, group.count, group.materialIndex );
}
return geometry2;
}
toJSON() {
const data = {
metadata: {
version: 4.6,
type: 'BufferGeometry',
generator: 'BufferGeometry.toJSON'
}
};
// standard BufferGeometry serialization
data.uuid = this.uuid;
data.type = this.type;
if ( this.name !== '' ) data.name = this.name;
if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
if ( this.parameters !== undefined ) {
const parameters = this.parameters;
for ( const key in parameters ) {
if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
}
return data;
}
// for simplicity the code assumes attributes are not shared across geometries, see #15811
data.data = { attributes: {} };
const index = this.index;
if ( index !== null ) {
data.data.index = {
type: index.array.constructor.name,
array: Array.prototype.slice.call( index.array )
};
}
const attributes = this.attributes;
for ( const key in attributes ) {
const attribute = attributes[ key ];
data.data.attributes[ key ] = attribute.toJSON( data.data );
}
const morphAttributes = {};
let hasMorphAttributes = false;
for ( const key in this.morphAttributes ) {
const attributeArray = this.morphAttributes[ key ];
const array = [];
for ( let i = 0, il = attributeArray.length; i < il; i ++ ) {
const attribute = attributeArray[ i ];
array.push( attribute.toJSON( data.data ) );
}
if ( array.length > 0 ) {
morphAttributes[ key ] = array;
hasMorphAttributes = true;
}
}
if ( hasMorphAttributes ) {
data.data.morphAttributes = morphAttributes;
data.data.morphTargetsRelative = this.morphTargetsRelative;
}
const groups = this.groups;
if ( groups.length > 0 ) {
data.data.groups = JSON.parse( JSON.stringify( groups ) );
}
const boundingSphere = this.boundingSphere;
if ( boundingSphere !== null ) {
data.data.boundingSphere = {
center: boundingSphere.center.toArray(),
radius: boundingSphere.radius
};
}
return data;
}
clone() {
return new this.constructor().copy( this );
}
copy( source ) {
// reset
this.index = null;
this.attributes = {};
this.morphAttributes = {};
this.groups = [];
this.boundingBox = null;
this.boundingSphere = null;
// used for storing cloned, shared data
const data = {};
// name
this.name = source.name;
// index
const index = source.index;
if ( index !== null ) {
this.setIndex( index.clone( data ) );
}
// attributes
const attributes = source.attributes;
for ( const name in attributes ) {
const attribute = attributes[ name ];
this.setAttribute( name, attribute.clone( data ) );
}
// morph attributes
const morphAttributes = source.morphAttributes;
for ( const name in morphAttributes ) {
const array = [];
const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
for ( let i = 0, l = morphAttribute.length; i < l; i ++ ) {
array.push( morphAttribute[ i ].clone( data ) );
}
this.morphAttributes[ name ] = array;
}
this.morphTargetsRelative = source.morphTargetsRelative;
// groups
const groups = source.groups;
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
this.addGroup( group.start, group.count, group.materialIndex );
}
// bounding box
const boundingBox = source.boundingBox;
if ( boundingBox !== null ) {
this.boundingBox = boundingBox.clone();
}
// bounding sphere
const boundingSphere = source.boundingSphere;
if ( boundingSphere !== null ) {
this.boundingSphere = boundingSphere.clone();
}
// draw range
this.drawRange.start = source.drawRange.start;
this.drawRange.count = source.drawRange.count;
// user data
this.userData = source.userData;
return this;
}
dispose() {
this.dispatchEvent( { type: 'dispose' } );
}
}
const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
const _ray$3 = /*@__PURE__*/ new Ray();
const _sphere$6 = /*@__PURE__*/ new Sphere();
const _sphereHitAt = /*@__PURE__*/ new Vector3();
const _vA$1 = /*@__PURE__*/ new Vector3();
const _vB$1 = /*@__PURE__*/ new Vector3();
const _vC$1 = /*@__PURE__*/ new Vector3();
const _tempA = /*@__PURE__*/ new Vector3();
const _morphA = /*@__PURE__*/ new Vector3();
const _intersectionPoint = /*@__PURE__*/ new Vector3();
const _intersectionPointWorld = /*@__PURE__*/ new Vector3();
class Mesh extends Object3D {
constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {
super();
this.isMesh = true;
this.type = 'Mesh';
this.geometry = geometry;
this.material = material;
this.updateMorphTargets();
}
copy( source, recursive ) {
super.copy( source, recursive );
if ( source.morphTargetInfluences !== undefined ) {
this.morphTargetInfluences = source.morphTargetInfluences.slice();
}
if ( source.morphTargetDictionary !== undefined ) {
this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
}
this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
this.geometry = source.geometry;
return this;
}
updateMorphTargets() {
const geometry = this.geometry;
const morphAttributes = geometry.morphAttributes;
const keys = Object.keys( morphAttributes );
if ( keys.length > 0 ) {
const morphAttribute = morphAttributes[ keys[ 0 ] ];
if ( morphAttribute !== undefined ) {
this.morphTargetInfluences = [];
this.morphTargetDictionary = {};
for ( let m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
const name = morphAttribute[ m ].name || String( m );
this.morphTargetInfluences.push( 0 );
this.morphTargetDictionary[ name ] = m;
}
}
}
}
getVertexPosition( index, target ) {
const geometry = this.geometry;
const position = geometry.attributes.position;
const morphPosition = geometry.morphAttributes.position;
const morphTargetsRelative = geometry.morphTargetsRelative;
target.fromBufferAttribute( position, index );
const morphInfluences = this.morphTargetInfluences;
if ( morphPosition && morphInfluences ) {
_morphA.set( 0, 0, 0 );
for ( let i = 0, il = morphPosition.length; i < il; i ++ ) {
const influence = morphInfluences[ i ];
const morphAttribute = morphPosition[ i ];
if ( influence === 0 ) continue;
_tempA.fromBufferAttribute( morphAttribute, index );
if ( morphTargetsRelative ) {
_morphA.addScaledVector( _tempA, influence );
} else {
_morphA.addScaledVector( _tempA.sub( target ), influence );
}
}
target.add( _morphA );
}
return target;
}
raycast( raycaster, intersects ) {
const geometry = this.geometry;
const material = this.material;
const matrixWorld = this.matrixWorld;
if ( material === undefined ) return;
// test with bounding sphere in world space
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere$6.copy( geometry.boundingSphere );
_sphere$6.applyMatrix4( matrixWorld );
// check distance from ray origin to bounding sphere
_ray$3.copy( raycaster.ray ).recast( raycaster.near );
if ( _sphere$6.containsPoint( _ray$3.origin ) === false ) {
if ( _ray$3.intersectSphere( _sphere$6, _sphereHitAt ) === null ) return;
if ( _ray$3.origin.distanceToSquared( _sphereHitAt ) > ( raycaster.far - raycaster.near ) ** 2 ) return;
}
// convert ray to local space of mesh
_inverseMatrix$3.copy( matrixWorld ).invert();
_ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );
// test with bounding box in local space
if ( geometry.boundingBox !== null ) {
if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;
}
// test for intersections with geometry
this._computeIntersections( raycaster, intersects, _ray$3 );
}
_computeIntersections( raycaster, intersects, rayLocalSpace ) {
let intersection;
const geometry = this.geometry;
const material = this.material;
const index = geometry.index;
const position = geometry.attributes.position;
const uv = geometry.attributes.uv;
const uv1 = geometry.attributes.uv1;
const normal = geometry.attributes.normal;
const groups = geometry.groups;
const drawRange = geometry.drawRange;
if ( index !== null ) {
// indexed buffer geometry
if ( Array.isArray( material ) ) {
for ( let i = 0, il = groups.length; i < il; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
const start = Math.max( group.start, drawRange.start );
const end = Math.min( index.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
for ( let j = start, jl = end; j < jl; j += 3 ) {
const a = index.getX( j );
const b = index.getX( j + 1 );
const c = index.getX( j + 2 );
intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
intersection.face.materialIndex = group.materialIndex;
intersects.push( intersection );
}
}
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, il = end; i < il; i += 3 ) {
const a = index.getX( i );
const b = index.getX( i + 1 );
const c = index.getX( i + 2 );
intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
intersects.push( intersection );
}
}
}
} else if ( position !== undefined ) {
// non-indexed buffer geometry
if ( Array.isArray( material ) ) {
for ( let i = 0, il = groups.length; i < il; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
const start = Math.max( group.start, drawRange.start );
const end = Math.min( position.count, Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) ) );
for ( let j = start, jl = end; j < jl; j += 3 ) {
const a = j;
const b = j + 1;
const c = j + 2;
intersection = checkGeometryIntersection( this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
intersection.face.materialIndex = group.materialIndex;
intersects.push( intersection );
}
}
}
} else {
const start = Math.max( 0, drawRange.start );
const end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
for ( let i = start, il = end; i < il; i += 3 ) {
const a = i;
const b = i + 1;
const c = i + 2;
intersection = checkGeometryIntersection( this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c );
if ( intersection ) {
intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
intersects.push( intersection );
}
}
}
}
}
}
function checkIntersection$1( object, material, raycaster, ray, pA, pB, pC, point ) {
let intersect;
if ( material.side === BackSide ) {
intersect = ray.intersectTriangle( pC, pB, pA, true, point );
} else {
intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), point );
}
if ( intersect === null ) return null;
_intersectionPointWorld.copy( point );
_intersectionPointWorld.applyMatrix4( object.matrixWorld );
const distance = raycaster.ray.origin.distanceTo( _intersectionPointWorld );
if ( distance < raycaster.near || distance > raycaster.far ) return null;
return {
distance: distance,
point: _intersectionPointWorld.clone(),
object: object
};
}
function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {
object.getVertexPosition( a, _vA$1 );
object.getVertexPosition( b, _vB$1 );
object.getVertexPosition( c, _vC$1 );
const intersection = checkIntersection$1( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );
if ( intersection ) {
const barycoord = new Vector3();
Triangle.getBarycoord( _intersectionPoint, _vA$1, _vB$1, _vC$1, barycoord );
if ( uv ) {
intersection.uv = Triangle.getInterpolatedAttribute( uv, a, b, c, barycoord, new Vector2() );
}
if ( uv1 ) {
intersection.uv1 = Triangle.getInterpolatedAttribute( uv1, a, b, c, barycoord, new Vector2() );
}
if ( normal ) {
intersection.normal = Triangle.getInterpolatedAttribute( normal, a, b, c, barycoord, new Vector3() );
if ( intersection.normal.dot( ray.direction ) > 0 ) {
intersection.normal.multiplyScalar( -1 );
}
}
const face = {
a: a,
b: b,
c: c,
normal: new Vector3(),
materialIndex: 0
};
Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );
intersection.face = face;
intersection.barycoord = barycoord;
}
return intersection;
}
class BoxGeometry extends BufferGeometry {
constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {
super();
this.type = 'BoxGeometry';
this.parameters = {
width: width,
height: height,
depth: depth,
widthSegments: widthSegments,
heightSegments: heightSegments,
depthSegments: depthSegments
};
const scope = this;
// segments
widthSegments = Math.floor( widthSegments );
heightSegments = Math.floor( heightSegments );
depthSegments = Math.floor( depthSegments );
// buffers
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
// helper variables
let numberOfVertices = 0;
let groupStart = 0;
// build each side of the box geometry
buildPlane( 'z', 'y', 'x', -1, -1, depth, height, width, depthSegments, heightSegments, 0 ); // px
buildPlane( 'z', 'y', 'x', 1, -1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
buildPlane( 'x', 'z', 'y', 1, -1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
buildPlane( 'x', 'y', 'z', 1, -1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
buildPlane( 'x', 'y', 'z', -1, -1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
// build geometry
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {
const segmentWidth = width / gridX;
const segmentHeight = height / gridY;
const widthHalf = width / 2;
const heightHalf = height / 2;
const depthHalf = depth / 2;
const gridX1 = gridX + 1;
const gridY1 = gridY + 1;
let vertexCounter = 0;
let groupCount = 0;
const vector = new Vector3();
// generate vertices, normals and uvs
for ( let iy = 0; iy < gridY1; iy ++ ) {
const y = iy * segmentHeight - heightHalf;
for ( let ix = 0; ix < gridX1; ix ++ ) {
const x = ix * segmentWidth - widthHalf;
// set values to correct vector component
vector[ u ] = x * udir;
vector[ v ] = y * vdir;
vector[ w ] = depthHalf;
// now apply vector to vertex buffer
vertices.push( vector.x, vector.y, vector.z );
// set values to correct vector component
vector[ u ] = 0;
vector[ v ] = 0;
vector[ w ] = depth > 0 ? 1 : -1;
// now apply vector to normal buffer
normals.push( vector.x, vector.y, vector.z );
// uvs
uvs.push( ix / gridX );
uvs.push( 1 - ( iy / gridY ) );
// counters
vertexCounter += 1;
}
}
// indices
// 1. you need three indices to draw a single face
// 2. a single segment consists of two faces
// 3. so we need to generate six (2*3) indices per segment
for ( let iy = 0; iy < gridY; iy ++ ) {
for ( let ix = 0; ix < gridX; ix ++ ) {
const a = numberOfVertices + ix + gridX1 * iy;
const b = numberOfVertices + ix + gridX1 * ( iy + 1 );
const c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
const d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;
// faces
indices.push( a, b, d );
indices.push( b, c, d );
// increase counter
groupCount += 6;
}
}
// add a group to the geometry. this will ensure multi material support
scope.addGroup( groupStart, groupCount, materialIndex );
// calculate new start value for groups
groupStart += groupCount;
// update total number of vertices
numberOfVertices += vertexCounter;
}
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );
}
}
/**
* Uniform Utilities
*/
function cloneUniforms( src ) {
const dst = {};
for ( const u in src ) {
dst[ u ] = {};
for ( const p in src[ u ] ) {
const property = src[ u ][ p ];
if ( property && ( property.isColor ||
property.isMatrix3 || property.isMatrix4 ||
property.isVector2 || property.isVector3 || property.isVector4 ||
property.isTexture || property.isQuaternion ) ) {
if ( property.isRenderTargetTexture ) {
console.warn( 'UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().' );
dst[ u ][ p ] = null;
} else {
dst[ u ][ p ] = property.clone();
}
} else if ( Array.isArray( property ) ) {
dst[ u ][ p ] = property.slice();
} else {
dst[ u ][ p ] = property;
}
}
}
return dst;
}
function mergeUniforms( uniforms ) {
const merged = {};
for ( let u = 0; u < uniforms.length; u ++ ) {
const tmp = cloneUniforms( uniforms[ u ] );
for ( const p in tmp ) {
merged[ p ] = tmp[ p ];
}
}
return merged;
}
function cloneUniformsGroups( src ) {
const dst = [];
for ( let u = 0; u < src.length; u ++ ) {
dst.push( src[ u ].clone() );
}
return dst;
}
function getUnlitUniformColorSpace( renderer ) {
const currentRenderTarget = renderer.getRenderTarget();
if ( currentRenderTarget === null ) {
// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
return renderer.outputColorSpace;
}
// https://github.com/mrdoob/three.js/issues/27868
if ( currentRenderTarget.isXRRenderTarget === true ) {
return currentRenderTarget.texture.colorSpace;
}
return ColorManagement.workingColorSpace;
}
// Legacy
const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
class ShaderMaterial extends Material {
constructor( parameters ) {
super();
this.isShaderMaterial = true;
this.type = 'ShaderMaterial';
this.defines = {};
this.uniforms = {};
this.uniformsGroups = [];
this.vertexShader = default_vertex;
this.fragmentShader = default_fragment;
this.linewidth = 1;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.fog = false; // set to use scene fog
this.lights = false; // set to use scene lights
this.clipping = false; // set to use user-defined clipping planes
this.forceSinglePass = true;
this.extensions = {
clipCullDistance: false, // set to use vertex shader clipping
multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
};
// When rendered geometry doesn't include these attributes but the material does,
// use these default values in WebGL. This avoids errors when buffer data is missing.
this.defaultAttributeValues = {
'color': [ 1, 1, 1 ],
'uv': [ 0, 0 ],
'uv1': [ 0, 0 ]
};
this.index0AttributeName = undefined;
this.uniformsNeedUpdate = false;
this.glslVersion = null;
if ( parameters !== undefined ) {
this.setValues( parameters );
}
}
copy( source ) {
super.copy( source );
this.fragmentShader = source.fragmentShader;
this.vertexShader = source.vertexShader;
this.uniforms = cloneUniforms( source.uniforms );
this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
this.defines = Object.assign( {}, source.defines );
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.fog = source.fog;
this.lights = source.lights;
this.clipping = source.clipping;
this.extensions = Object.assign( {}, source.extensions );
this.glslVersion = source.glslVersion;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.glslVersion = this.glslVersion;
data.uniforms = {};
for ( const name in this.uniforms ) {
const uniform = this.uniforms[ name ];
const value = uniform.value;
if ( value && value.isTexture ) {
data.uniforms[ name ] = {
type: 't',
value: value.toJSON( meta ).uuid
};
} else if ( value && value.isColor ) {
data.uniforms[ name ] = {
type: 'c',
value: value.getHex()
};
} else if ( value && value.isVector2 ) {
data.uniforms[ name ] = {
type: 'v2',
value: value.toArray()
};
} else if ( value && value.isVector3 ) {
data.uniforms[ name ] = {
type: 'v3',
value: value.toArray()
};
} else if ( value && value.isVector4 ) {
data.uniforms[ name ] = {
type: 'v4',
value: value.toArray()
};
} else if ( value && value.isMatrix3 ) {
data.uniforms[ name ] = {
type: 'm3',
value: value.toArray()
};
} else if ( value && value.isMatrix4 ) {
data.uniforms[ name ] = {
type: 'm4',
value: value.toArray()
};
} else {
data.uniforms[ name ] = {
value: value
};
// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
}
}
if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
data.vertexShader = this.vertexShader;
data.fragmentShader = this.fragmentShader;
data.lights = this.lights;
data.clipping = this.clipping;
const extensions = {};
for ( const key in this.extensions ) {
if ( this.extensions[ key ] === true ) extensions[ key ] = true;
}
if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
return data;
}
}
class Camera extends Object3D {
constructor() {
super();
this.isCamera = true;
this.type = 'Camera';
this.matrixWorldInverse = new Matrix4();
this.projectionMatrix = new Matrix4();
this.projectionMatrixInverse = new Matrix4();
this.coordinateSystem = WebGLCoordinateSystem;
}
copy( source, recursive ) {
super.copy( source, recursive );
this.matrixWorldInverse.copy( source.matrixWorldInverse );
this.projectionMatrix.copy( source.projectionMatrix );
this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
this.coordinateSystem = source.coordinateSystem;
return this;
}
getWorldDirection( target ) {
return super.getWorldDirection( target ).negate();
}
updateMatrixWorld( force ) {
super.updateMatrixWorld( force );
this.matrixWorldInverse.copy( this.matrixWorld ).invert();
}
updateWorldMatrix( updateParents, updateChildren ) {
super.updateWorldMatrix( updateParents, updateChildren );
this.matrixWorldInverse.copy( this.matrixWorld ).invert();
}
clone() {
return new this.constructor().copy( this );
}
}
const _v3$1 = /*@__PURE__*/ new Vector3();
const _minTarget = /*@__PURE__*/ new Vector2();
const _maxTarget = /*@__PURE__*/ new Vector2();
class PerspectiveCamera extends Camera {
constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {
super();
this.isPerspectiveCamera = true;
this.type = 'PerspectiveCamera';
this.fov = fov;
this.zoom = 1;
this.near = near;
this.far = far;
this.focus = 10;
this.aspect = aspect;
this.view = null;
this.filmGauge = 35; // width of the film (default in millimeters)
this.filmOffset = 0; // horizontal film offset (same unit as gauge)
this.updateProjectionMatrix();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.fov = source.fov;
this.zoom = source.zoom;
this.near = source.near;
this.far = source.far;
this.focus = source.focus;
this.aspect = source.aspect;
this.view = source.view === null ? null : Object.assign( {}, source.view );
this.filmGauge = source.filmGauge;
this.filmOffset = source.filmOffset;
return this;
}
/**
* Sets the FOV by focal length in respect to the current .filmGauge.
*
* The default film gauge is 35, so that the focal length can be specified for
* a 35mm (full frame) camera.
*
* @param {number} focalLength - Values for focal length and film gauge must have the same unit.
*/
setFocalLength( focalLength ) {
/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
this.updateProjectionMatrix();
}
/**
* Calculates the focal length from the current .fov and .filmGauge.
*
* @returns {number}
*/
getFocalLength() {
const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );
return 0.5 * this.getFilmHeight() / vExtentSlope;
}
getEffectiveFOV() {
return RAD2DEG * 2 * Math.atan(
Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );
}
getFilmWidth() {
// film not completely covered in portrait format (aspect < 1)
return this.filmGauge * Math.min( this.aspect, 1 );
}
getFilmHeight() {
// film not completely covered in landscape format (aspect > 1)
return this.filmGauge / Math.max( this.aspect, 1 );
}
/**
* Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
* Sets minTarget and maxTarget to the coordinates of the lower-left and upper-right corners of the view rectangle.
*
* @param {number} distance
* @param {Vector2} minTarget
* @param {Vector2} maxTarget
*/
getViewBounds( distance, minTarget, maxTarget ) {
_v3$1.set( -1, -1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
_v3$1.set( 1, 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );
maxTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );
}
/**
* Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
*
* @param {number} distance
* @param {Vector2} target - Vector2 target used to store result where x is width and y is height.
* @returns {Vector2}
*/
getViewSize( distance, target ) {
this.getViewBounds( distance, _minTarget, _maxTarget );
return target.subVectors( _maxTarget, _minTarget );
}
/**
* Sets an offset in a larger frustum. This is useful for multi-window or
* multi-monitor/multi-machine setups.
*
* For example, if you have 3x2 monitors and each monitor is 1920x1080 and
* the monitors are in grid like this
*
* +---+---+---+
* | A | B | C |
* +---+---+---+
* | D | E | F |
* +---+---+---+
*
* then for each monitor you would call it like this
*
* const w = 1920;
* const h = 1080;
* const fullWidth = w * 3;
* const fullHeight = h * 2;
*
* --A--
* camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
* --B--
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
* --C--
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
* --D--
* camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
* --E--
* camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
* --F--
* camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
*
* Note there is no reason monitors have to be the same size or in a grid.
*
* @param {number} fullWidth
* @param {number} fullHeight
* @param {number} x
* @param {number} y
* @param {number} width
* @param {number} height
*/
setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
this.aspect = fullWidth / fullHeight;
if ( this.view === null ) {
this.view = {
enabled: true,
fullWidth: 1,
fullHeight: 1,
offsetX: 0,
offsetY: 0,
width: 1,
height: 1
};
}
this.view.enabled = true;
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
this.view.offsetX = x;
this.view.offsetY = y;
this.view.width = width;
this.view.height = height;
this.updateProjectionMatrix();
}
clearViewOffset() {
if ( this.view !== null ) {
this.view.enabled = false;
}
this.updateProjectionMatrix();
}
updateProjectionMatrix() {
const near = this.near;
let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
let height = 2 * top;
let width = this.aspect * height;
let left = -0.5 * width;
const view = this.view;
if ( this.view !== null && this.view.enabled ) {
const fullWidth = view.fullWidth,
fullHeight = view.fullHeight;
left += view.offsetX * width / fullWidth;
top -= view.offsetY * height / fullHeight;
width *= view.width / fullWidth;
height *= view.height / fullHeight;
}
const skew = this.filmOffset;
if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far, this.coordinateSystem );
this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.fov = this.fov;
data.object.zoom = this.zoom;
data.object.near = this.near;
data.object.far = this.far;
data.object.focus = this.focus;
data.object.aspect = this.aspect;
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
data.object.filmGauge = this.filmGauge;
data.object.filmOffset = this.filmOffset;
return data;
}
}
const fov = -90; // negative fov is not an error
const aspect = 1;
class CubeCamera extends Object3D {
constructor( near, far, renderTarget ) {
super();
this.type = 'CubeCamera';
this.renderTarget = renderTarget;
this.coordinateSystem = null;
this.activeMipmapLevel = 0;
const cameraPX = new PerspectiveCamera( fov, aspect, near, far );
cameraPX.layers = this.layers;
this.add( cameraPX );
const cameraNX = new PerspectiveCamera( fov, aspect, near, far );
cameraNX.layers = this.layers;
this.add( cameraNX );
const cameraPY = new PerspectiveCamera( fov, aspect, near, far );
cameraPY.layers = this.layers;
this.add( cameraPY );
const cameraNY = new PerspectiveCamera( fov, aspect, near, far );
cameraNY.layers = this.layers;
this.add( cameraNY );
const cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
cameraPZ.layers = this.layers;
this.add( cameraPZ );
const cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
cameraNZ.layers = this.layers;
this.add( cameraNZ );
}
updateCoordinateSystem() {
const coordinateSystem = this.coordinateSystem;
const cameras = this.children.concat();
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = cameras;
for ( const camera of cameras ) this.remove( camera );
if ( coordinateSystem === WebGLCoordinateSystem ) {
cameraPX.up.set( 0, 1, 0 );
cameraPX.lookAt( 1, 0, 0 );
cameraNX.up.set( 0, 1, 0 );
cameraNX.lookAt( -1, 0, 0 );
cameraPY.up.set( 0, 0, -1 );
cameraPY.lookAt( 0, 1, 0 );
cameraNY.up.set( 0, 0, 1 );
cameraNY.lookAt( 0, -1, 0 );
cameraPZ.up.set( 0, 1, 0 );
cameraPZ.lookAt( 0, 0, 1 );
cameraNZ.up.set( 0, 1, 0 );
cameraNZ.lookAt( 0, 0, -1 );
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
cameraPX.up.set( 0, -1, 0 );
cameraPX.lookAt( -1, 0, 0 );
cameraNX.up.set( 0, -1, 0 );
cameraNX.lookAt( 1, 0, 0 );
cameraPY.up.set( 0, 0, 1 );
cameraPY.lookAt( 0, 1, 0 );
cameraNY.up.set( 0, 0, -1 );
cameraNY.lookAt( 0, -1, 0 );
cameraPZ.up.set( 0, -1, 0 );
cameraPZ.lookAt( 0, 0, 1 );
cameraNZ.up.set( 0, -1, 0 );
cameraNZ.lookAt( 0, 0, -1 );
} else {
throw new Error( 'THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: ' + coordinateSystem );
}
for ( const camera of cameras ) {
this.add( camera );
camera.updateMatrixWorld();
}
}
update( renderer, scene ) {
if ( this.parent === null ) this.updateMatrixWorld();
const { renderTarget, activeMipmapLevel } = this;
if ( this.coordinateSystem !== renderer.coordinateSystem ) {
this.coordinateSystem = renderer.coordinateSystem;
this.updateCoordinateSystem();
}
const [ cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ ] = this.children;
const currentRenderTarget = renderer.getRenderTarget();
const currentActiveCubeFace = renderer.getActiveCubeFace();
const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
const currentXrEnabled = renderer.xr.enabled;
renderer.xr.enabled = false;
const generateMipmaps = renderTarget.texture.generateMipmaps;
renderTarget.texture.generateMipmaps = false;
renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
renderer.render( scene, cameraPX );
renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
renderer.render( scene, cameraNX );
renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
renderer.render( scene, cameraPY );
renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
renderer.render( scene, cameraNY );
renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
renderer.render( scene, cameraPZ );
// mipmaps are generated during the last call of render()
// at this point, all sides of the cube render target are defined
renderTarget.texture.generateMipmaps = generateMipmaps;
renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
renderer.render( scene, cameraNZ );
renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );
renderer.xr.enabled = currentXrEnabled;
renderTarget.texture.needsPMREMUpdate = true;
}
}
class CubeTexture extends Texture {
constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {
images = images !== undefined ? images : [];
mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );
this.isCubeTexture = true;
this.flipY = false;
}
get images() {
return this.image;
}
set images( value ) {
this.image = value;
}
}
class WebGLCubeRenderTarget extends WebGLRenderTarget {
constructor( size = 1, options = {} ) {
super( size, size, options );
this.isWebGLCubeRenderTarget = true;
const image = { width: size, height: size, depth: 1 };
const images = [ image, image, image, image, image, image ];
this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.
// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).
this.texture.isRenderTargetTexture = true;
this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
}
fromEquirectangularTexture( renderer, texture ) {
this.texture.type = texture.type;
this.texture.colorSpace = texture.colorSpace;
this.texture.generateMipmaps = texture.generateMipmaps;
this.texture.minFilter = texture.minFilter;
this.texture.magFilter = texture.magFilter;
const shader = {
uniforms: {
tEquirect: { value: null },
},
vertexShader: /* glsl */`
varying vec3 vWorldDirection;
vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
}
void main() {
vWorldDirection = transformDirection( position, modelMatrix );
#include <begin_vertex>
#include <project_vertex>
}
`,
fragmentShader: /* glsl */`
uniform sampler2D tEquirect;
varying vec3 vWorldDirection;
#include <common>
void main() {
vec3 direction = normalize( vWorldDirection );
vec2 sampleUV = equirectUv( direction );
gl_FragColor = texture2D( tEquirect, sampleUV );
}
`
};
const geometry = new BoxGeometry( 5, 5, 5 );
const material = new ShaderMaterial( {
name: 'CubemapFromEquirect',
uniforms: cloneUniforms( shader.uniforms ),
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader,
side: BackSide,
blending: NoBlending
} );
material.uniforms.tEquirect.value = texture;
const mesh = new Mesh( geometry, material );
const currentMinFilter = texture.minFilter;
// Avoid blurred poles
if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;
const camera = new CubeCamera( 1, 10, this );
camera.update( renderer, mesh );
texture.minFilter = currentMinFilter;
mesh.geometry.dispose();
mesh.material.dispose();
return this;
}
clear( renderer, color, depth, stencil ) {
const currentRenderTarget = renderer.getRenderTarget();
for ( let i = 0; i < 6; i ++ ) {
renderer.setRenderTarget( this, i );
renderer.clear( color, depth, stencil );
}
renderer.setRenderTarget( currentRenderTarget );
}
}
class Group extends Object3D {
constructor() {
super();
this.isGroup = true;
this.type = 'Group';
}
}
const _moveEvent = { type: 'move' };
class WebXRController {
constructor() {
this._targetRay = null;
this._grip = null;
this._hand = null;
}
getHandSpace() {
if ( this._hand === null ) {
this._hand = new Group();
this._hand.matrixAutoUpdate = false;
this._hand.visible = false;
this._hand.joints = {};
this._hand.inputState = { pinching: false };
}
return this._hand;
}
getTargetRaySpace() {
if ( this._targetRay === null ) {
this._targetRay = new Group();
this._targetRay.matrixAutoUpdate = false;
this._targetRay.visible = false;
this._targetRay.hasLinearVelocity = false;
this._targetRay.linearVelocity = new Vector3();
this._targetRay.hasAngularVelocity = false;
this._targetRay.angularVelocity = new Vector3();
}
return this._targetRay;
}
getGripSpace() {
if ( this._grip === null ) {
this._grip = new Group();
this._grip.matrixAutoUpdate = false;
this._grip.visible = false;
this._grip.hasLinearVelocity = false;
this._grip.linearVelocity = new Vector3();
this._grip.hasAngularVelocity = false;
this._grip.angularVelocity = new Vector3();
}
return this._grip;
}
dispatchEvent( event ) {
if ( this._targetRay !== null ) {
this._targetRay.dispatchEvent( event );
}
if ( this._grip !== null ) {
this._grip.dispatchEvent( event );
}
if ( this._hand !== null ) {
this._hand.dispatchEvent( event );
}
return this;
}
connect( inputSource ) {
if ( inputSource && inputSource.hand ) {
const hand = this._hand;
if ( hand ) {
for ( const inputjoint of inputSource.hand.values() ) {
// Initialize hand with joints when connected
this._getHandJoint( hand, inputjoint );
}
}
}
this.dispatchEvent( { type: 'connected', data: inputSource } );
return this;
}
disconnect( inputSource ) {
this.dispatchEvent( { type: 'disconnected', data: inputSource } );
if ( this._targetRay !== null ) {
this._targetRay.visible = false;
}
if ( this._grip !== null ) {
this._grip.visible = false;
}
if ( this._hand !== null ) {
this._hand.visible = false;
}
return this;
}
update( inputSource, frame, referenceSpace ) {
let inputPose = null;
let gripPose = null;
let handPose = null;
const targetRay = this._targetRay;
const grip = this._grip;
const hand = this._hand;
if ( inputSource && frame.session.visibilityState !== 'visible-blurred' ) {
if ( hand && inputSource.hand ) {
handPose = true;
for ( const inputjoint of inputSource.hand.values() ) {
// Update the joints groups with the XRJoint poses
const jointPose = frame.getJointPose( inputjoint, referenceSpace );
// The transform of this joint will be updated with the joint pose on each frame
const joint = this._getHandJoint( hand, inputjoint );
if ( jointPose !== null ) {
joint.matrix.fromArray( jointPose.transform.matrix );
joint.matrix.decompose( joint.position, joint.rotation, joint.scale );
joint.matrixWorldNeedsUpdate = true;
joint.jointRadius = jointPose.radius;
}
joint.visible = jointPose !== null;
}
// Custom events
// Check pinchz
const indexTip = hand.joints[ 'index-finger-tip' ];
const thumbTip = hand.joints[ 'thumb-tip' ];
const distance = indexTip.position.distanceTo( thumbTip.position );
const distanceToPinch = 0.02;
const threshold = 0.005;
if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {
hand.inputState.pinching = false;
this.dispatchEvent( {
type: 'pinchend',
handedness: inputSource.handedness,
target: this
} );
} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {
hand.inputState.pinching = true;
this.dispatchEvent( {
type: 'pinchstart',
handedness: inputSource.handedness,
target: this
} );
}
} else {
if ( grip !== null && inputSource.gripSpace ) {
gripPose = frame.getPose( inputSource.gripSpace, referenceSpace );
if ( gripPose !== null ) {
grip.matrix.fromArray( gripPose.transform.matrix );
grip.matrix.decompose( grip.position, grip.rotation, grip.scale );
grip.matrixWorldNeedsUpdate = true;
if ( gripPose.linearVelocity ) {
grip.hasLinearVelocity = true;
grip.linearVelocity.copy( gripPose.linearVelocity );
} else {
grip.hasLinearVelocity = false;
}
if ( gripPose.angularVelocity ) {
grip.hasAngularVelocity = true;
grip.angularVelocity.copy( gripPose.angularVelocity );
} else {
grip.hasAngularVelocity = false;
}
}
}
}
if ( targetRay !== null ) {
inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );
// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
if ( inputPose === null && gripPose !== null ) {
inputPose = gripPose;
}
if ( inputPose !== null ) {
targetRay.matrix.fromArray( inputPose.transform.matrix );
targetRay.matrix.decompose( targetRay.position, targetRay.rotation, targetRay.scale );
targetRay.matrixWorldNeedsUpdate = true;
if ( inputPose.linearVelocity ) {
targetRay.hasLinearVelocity = true;
targetRay.linearVelocity.copy( inputPose.linearVelocity );
} else {
targetRay.hasLinearVelocity = false;
}
if ( inputPose.angularVelocity ) {
targetRay.hasAngularVelocity = true;
targetRay.angularVelocity.copy( inputPose.angularVelocity );
} else {
targetRay.hasAngularVelocity = false;
}
this.dispatchEvent( _moveEvent );
}
}
}
if ( targetRay !== null ) {
targetRay.visible = ( inputPose !== null );
}
if ( grip !== null ) {
grip.visible = ( gripPose !== null );
}
if ( hand !== null ) {
hand.visible = ( handPose !== null );
}
return this;
}
// private method
_getHandJoint( hand, inputjoint ) {
if ( hand.joints[ inputjoint.jointName ] === undefined ) {
const joint = new Group();
joint.matrixAutoUpdate = false;
joint.visible = false;
hand.joints[ inputjoint.jointName ] = joint;
hand.add( joint );
}
return hand.joints[ inputjoint.jointName ];
}
}
class Scene extends Object3D {
constructor() {
super();
this.isScene = true;
this.type = 'Scene';
this.background = null;
this.environment = null;
this.fog = null;
this.backgroundBlurriness = 0;
this.backgroundIntensity = 1;
this.backgroundRotation = new Euler();
this.environmentIntensity = 1;
this.environmentRotation = new Euler();
this.overrideMaterial = null;
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
}
}
copy( source, recursive ) {
super.copy( source, recursive );
if ( source.background !== null ) this.background = source.background.clone();
if ( source.environment !== null ) this.environment = source.environment.clone();
if ( source.fog !== null ) this.fog = source.fog.clone();
this.backgroundBlurriness = source.backgroundBlurriness;
this.backgroundIntensity = source.backgroundIntensity;
this.backgroundRotation.copy( source.backgroundRotation );
this.environmentIntensity = source.environmentIntensity;
this.environmentRotation.copy( source.environmentRotation );
if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
this.matrixAutoUpdate = source.matrixAutoUpdate;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
if ( this.backgroundBlurriness > 0 ) data.object.backgroundBlurriness = this.backgroundBlurriness;
if ( this.backgroundIntensity !== 1 ) data.object.backgroundIntensity = this.backgroundIntensity;
data.object.backgroundRotation = this.backgroundRotation.toArray();
if ( this.environmentIntensity !== 1 ) data.object.environmentIntensity = this.environmentIntensity;
data.object.environmentRotation = this.environmentRotation.toArray();
return data;
}
}
const _vector1 = /*@__PURE__*/ new Vector3();
const _vector2 = /*@__PURE__*/ new Vector3();
const _normalMatrix = /*@__PURE__*/ new Matrix3();
class Plane {
constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {
this.isPlane = true;
// normal is assumed to be normalized
this.normal = normal;
this.constant = constant;
}
set( normal, constant ) {
this.normal.copy( normal );
this.constant = constant;
return this;
}
setComponents( x, y, z, w ) {
this.normal.set( x, y, z );
this.constant = w;
return this;
}
setFromNormalAndCoplanarPoint( normal, point ) {
this.normal.copy( normal );
this.constant = - point.dot( this.normal );
return this;
}
setFromCoplanarPoints( a, b, c ) {
const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();
// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
this.setFromNormalAndCoplanarPoint( normal, a );
return this;
}
copy( plane ) {
this.normal.copy( plane.normal );
this.constant = plane.constant;
return this;
}
normalize() {
// Note: will lead to a divide by zero if the plane is invalid.
const inverseNormalLength = 1.0 / this.normal.length();
this.normal.multiplyScalar( inverseNormalLength );
this.constant *= inverseNormalLength;
return this;
}
negate() {
this.constant *= -1;
this.normal.negate();
return this;
}
distanceToPoint( point ) {
return this.normal.dot( point ) + this.constant;
}
distanceToSphere( sphere ) {
return this.distanceToPoint( sphere.center ) - sphere.radius;
}
projectPoint( point, target ) {
return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );
}
intersectLine( line, target ) {
const direction = line.delta( _vector1 );
const denominator = this.normal.dot( direction );
if ( denominator === 0 ) {
// line is coplanar, return origin
if ( this.distanceToPoint( line.start ) === 0 ) {
return target.copy( line.start );
}
// Unsure if this is the correct method to handle this case.
return null;
}
const t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
if ( t < 0 || t > 1 ) {
return null;
}
return target.copy( line.start ).addScaledVector( direction, t );
}
intersectsLine( line ) {
// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
const startSign = this.distanceToPoint( line.start );
const endSign = this.distanceToPoint( line.end );
return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
}
intersectsBox( box ) {
return box.intersectsPlane( this );
}
intersectsSphere( sphere ) {
return sphere.intersectsPlane( this );
}
coplanarPoint( target ) {
return target.copy( this.normal ).multiplyScalar( - this.constant );
}
applyMatrix4( matrix, optionalNormalMatrix ) {
const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix( matrix );
const referencePoint = this.coplanarPoint( _vector1 ).applyMatrix4( matrix );
const normal = this.normal.applyMatrix3( normalMatrix ).normalize();
this.constant = - referencePoint.dot( normal );
return this;
}
translate( offset ) {
this.constant -= offset.dot( this.normal );
return this;
}
equals( plane ) {
return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
}
clone() {
return new this.constructor().copy( this );
}
}
const _sphere$3 = /*@__PURE__*/ new Sphere();
const _vector$6 = /*@__PURE__*/ new Vector3();
class Frustum {
constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {
this.planes = [ p0, p1, p2, p3, p4, p5 ];
}
set( p0, p1, p2, p3, p4, p5 ) {
const planes = this.planes;
planes[ 0 ].copy( p0 );
planes[ 1 ].copy( p1 );
planes[ 2 ].copy( p2 );
planes[ 3 ].copy( p3 );
planes[ 4 ].copy( p4 );
planes[ 5 ].copy( p5 );
return this;
}
copy( frustum ) {
const planes = this.planes;
for ( let i = 0; i < 6; i ++ ) {
planes[ i ].copy( frustum.planes[ i ] );
}
return this;
}
setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {
const planes = this.planes;
const me = m.elements;
const me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
const me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
const me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
const me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
if ( coordinateSystem === WebGLCoordinateSystem ) {
planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
} else if ( coordinateSystem === WebGPUCoordinateSystem ) {
planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();
} else {
throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );
}
return this;
}
intersectsObject( object ) {
if ( object.boundingSphere !== undefined ) {
if ( object.boundingSphere === null ) object.computeBoundingSphere();
_sphere$3.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );
} else {
const geometry = object.geometry;
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_sphere$3.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );
}
return this.intersectsSphere( _sphere$3 );
}
intersectsSprite( sprite ) {
_sphere$3.center.set( 0, 0, 0 );
_sphere$3.radius = 0.7071067811865476;
_sphere$3.applyMatrix4( sprite.matrixWorld );
return this.intersectsSphere( _sphere$3 );
}
intersectsSphere( sphere ) {
const planes = this.planes;
const center = sphere.center;
const negRadius = - sphere.radius;
for ( let i = 0; i < 6; i ++ ) {
const distance = planes[ i ].distanceToPoint( center );
if ( distance < negRadius ) {
return false;
}
}
return true;
}
intersectsBox( box ) {
const planes = this.planes;
for ( let i = 0; i < 6; i ++ ) {
const plane = planes[ i ];
// corner at max distance
_vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
_vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
_vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
if ( plane.distanceToPoint( _vector$6 ) < 0 ) {
return false;
}
}
return true;
}
containsPoint( point ) {
const planes = this.planes;
for ( let i = 0; i < 6; i ++ ) {
if ( planes[ i ].distanceToPoint( point ) < 0 ) {
return false;
}
}
return true;
}
clone() {
return new this.constructor().copy( this );
}
}
class DepthTexture extends Texture {
constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format = DepthFormat ) {
if ( format !== DepthFormat && format !== DepthStencilFormat ) {
throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
}
if ( type === undefined && format === DepthFormat ) type = UnsignedIntType;
if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
this.isDepthTexture = true;
this.image = { width: width, height: height };
this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
this.flipY = false;
this.generateMipmaps = false;
this.compareFunction = null;
}
copy( source ) {
super.copy( source );
this.compareFunction = source.compareFunction;
return this;
}
toJSON( meta ) {
const data = super.toJSON( meta );
if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;
return data;
}
}
class PlaneGeometry extends BufferGeometry {
constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {
super();
this.type = 'PlaneGeometry';
this.parameters = {
width: width,
height: height,
widthSegments: widthSegments,
heightSegments: heightSegments
};
const width_half = width / 2;
const height_half = height / 2;
const gridX = Math.floor( widthSegments );
const gridY = Math.floor( heightSegments );
const gridX1 = gridX + 1;
const gridY1 = gridY + 1;
const segment_width = width / gridX;
const segment_height = height / gridY;
//
const indices = [];
const vertices = [];
const normals = [];
const uvs = [];
for ( let iy = 0; iy < gridY1; iy ++ ) {
const y = iy * segment_height - height_half;
for ( let ix = 0; ix < gridX1; ix ++ ) {
const x = ix * segment_width - width_half;
vertices.push( x, - y, 0 );
normals.push( 0, 0, 1 );
uvs.push( ix / gridX );
uvs.push( 1 - ( iy / gridY ) );
}
}
for ( let iy = 0; iy < gridY; iy ++ ) {
for ( let ix = 0; ix < gridX; ix ++ ) {
const a = ix + gridX1 * iy;
const b = ix + gridX1 * ( iy + 1 );
const c = ( ix + 1 ) + gridX1 * ( iy + 1 );
const d = ( ix + 1 ) + gridX1 * iy;
indices.push( a, b, d );
indices.push( b, c, d );
}
}
this.setIndex( indices );
this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
this.setAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
}
copy( source ) {
super.copy( source );
this.parameters = Object.assign( {}, source.parameters );
return this;
}
static fromJSON( data ) {
return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );
}
}
class MeshDepthMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshDepthMaterial = true;
this.type = 'MeshDepthMaterial';
this.depthPacking = BasicDepthPacking;
this.map = null;
this.alphaMap = null;
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.depthPacking = source.depthPacking;
this.map = source.map;
this.alphaMap = source.alphaMap;
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
return this;
}
}
class MeshDistanceMaterial extends Material {
constructor( parameters ) {
super();
this.isMeshDistanceMaterial = true;
this.type = 'MeshDistanceMaterial';
this.map = null;
this.alphaMap = null;
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.map = source.map;
this.alphaMap = source.alphaMap;
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
return this;
}
}
const Cache = {
enabled: false,
files: {},
add: function ( key, file ) {
if ( this.enabled === false ) return;
// console.log( 'THREE.Cache', 'Adding key:', key );
this.files[ key ] = file;
},
get: function ( key ) {
if ( this.enabled === false ) return;
// console.log( 'THREE.Cache', 'Checking key:', key );
return this.files[ key ];
},
remove: function ( key ) {
delete this.files[ key ];
},
clear: function () {
this.files = {};
}
};
class LoadingManager {
constructor( onLoad, onProgress, onError ) {
const scope = this;
let isLoading = false;
let itemsLoaded = 0;
let itemsTotal = 0;
let urlModifier = undefined;
const handlers = [];
// Refer to #5689 for the reason why we don't set .onStart
// in the constructor
this.onStart = undefined;
this.onLoad = onLoad;
this.onProgress = onProgress;
this.onError = onError;
this.itemStart = function ( url ) {
itemsTotal ++;
if ( isLoading === false ) {
if ( scope.onStart !== undefined ) {
scope.onStart( url, itemsLoaded, itemsTotal );
}
}
isLoading = true;
};
this.itemEnd = function ( url ) {
itemsLoaded ++;
if ( scope.onProgress !== undefined ) {
scope.onProgress( url, itemsLoaded, itemsTotal );
}
if ( itemsLoaded === itemsTotal ) {
isLoading = false;
if ( scope.onLoad !== undefined ) {
scope.onLoad();
}
}
};
this.itemError = function ( url ) {
if ( scope.onError !== undefined ) {
scope.onError( url );
}
};
this.resolveURL = function ( url ) {
if ( urlModifier ) {
return urlModifier( url );
}
return url;
};
this.setURLModifier = function ( transform ) {
urlModifier = transform;
return this;
};
this.addHandler = function ( regex, loader ) {
handlers.push( regex, loader );
return this;
};
this.removeHandler = function ( regex ) {
const index = handlers.indexOf( regex );
if ( index !== -1 ) {
handlers.splice( index, 2 );
}
return this;
};
this.getHandler = function ( file ) {
for ( let i = 0, l = handlers.length; i < l; i += 2 ) {
const regex = handlers[ i ];
const loader = handlers[ i + 1 ];
if ( regex.global ) regex.lastIndex = 0; // see #17920
if ( regex.test( file ) ) {
return loader;
}
}
return null;
};
}
}
const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
class Loader {
constructor( manager ) {
this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
this.crossOrigin = 'anonymous';
this.withCredentials = false;
this.path = '';
this.resourcePath = '';
this.requestHeader = {};
}
load( /* url, onLoad, onProgress, onError */ ) {}
loadAsync( url, onProgress ) {
const scope = this;
return new Promise( function ( resolve, reject ) {
scope.load( url, resolve, onProgress, reject );
} );
}
parse( /* data */ ) {}
setCrossOrigin( crossOrigin ) {
this.crossOrigin = crossOrigin;
return this;
}
setWithCredentials( value ) {
this.withCredentials = value;
return this;
}
setPath( path ) {
this.path = path;
return this;
}
setResourcePath( resourcePath ) {
this.resourcePath = resourcePath;
return this;
}
setRequestHeader( requestHeader ) {
this.requestHeader = requestHeader;
return this;
}
}
Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';
class ImageLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
if ( this.path !== undefined ) url = this.path + url;
url = this.manager.resolveURL( url );
const scope = this;
const cached = Cache.get( url );
if ( cached !== undefined ) {
scope.manager.itemStart( url );
setTimeout( function () {
if ( onLoad ) onLoad( cached );
scope.manager.itemEnd( url );
}, 0 );
return cached;
}
const image = createElementNS( 'img' );
function onImageLoad() {
removeEventListeners();
Cache.add( url, this );
if ( onLoad ) onLoad( this );
scope.manager.itemEnd( url );
}
function onImageError( event ) {
removeEventListeners();
if ( onError ) onError( event );
scope.manager.itemError( url );
scope.manager.itemEnd( url );
}
function removeEventListeners() {
image.removeEventListener( 'load', onImageLoad, false );
image.removeEventListener( 'error', onImageError, false );
}
image.addEventListener( 'load', onImageLoad, false );
image.addEventListener( 'error', onImageError, false );
if ( url.slice( 0, 5 ) !== 'data:' ) {
if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
}
scope.manager.itemStart( url );
image.src = url;
return image;
}
}
class TextureLoader extends Loader {
constructor( manager ) {
super( manager );
}
load( url, onLoad, onProgress, onError ) {
const texture = new Texture();
const loader = new ImageLoader( this.manager );
loader.setCrossOrigin( this.crossOrigin );
loader.setPath( this.path );
loader.load( url, function ( image ) {
texture.image = image;
texture.needsUpdate = true;
if ( onLoad !== undefined ) {
onLoad( texture );
}
}, onProgress, onError );
return texture;
}
}
class OrthographicCamera extends Camera {
constructor( left = -1, right = 1, top = 1, bottom = -1, near = 0.1, far = 2000 ) {
super();
this.isOrthographicCamera = true;
this.type = 'OrthographicCamera';
this.zoom = 1;
this.view = null;
this.left = left;
this.right = right;
this.top = top;
this.bottom = bottom;
this.near = near;
this.far = far;
this.updateProjectionMatrix();
}
copy( source, recursive ) {
super.copy( source, recursive );
this.left = source.left;
this.right = source.right;
this.top = source.top;
this.bottom = source.bottom;
this.near = source.near;
this.far = source.far;
this.zoom = source.zoom;
this.view = source.view === null ? null : Object.assign( {}, source.view );
return this;
}
setViewOffset( fullWidth, fullHeight, x, y, width, height ) {
if ( this.view === null ) {
this.view = {
enabled: true,
fullWidth: 1,
fullHeight: 1,
offsetX: 0,
offsetY: 0,
width: 1,
height: 1
};
}
this.view.enabled = true;
this.view.fullWidth = fullWidth;
this.view.fullHeight = fullHeight;
this.view.offsetX = x;
this.view.offsetY = y;
this.view.width = width;
this.view.height = height;
this.updateProjectionMatrix();
}
clearViewOffset() {
if ( this.view !== null ) {
this.view.enabled = false;
}
this.updateProjectionMatrix();
}
updateProjectionMatrix() {
const dx = ( this.right - this.left ) / ( 2 * this.zoom );
const dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
const cx = ( this.right + this.left ) / 2;
const cy = ( this.top + this.bottom ) / 2;
let left = cx - dx;
let right = cx + dx;
let top = cy + dy;
let bottom = cy - dy;
if ( this.view !== null && this.view.enabled ) {
const scaleW = ( this.right - this.left ) / this.view.fullWidth / this.zoom;
const scaleH = ( this.top - this.bottom ) / this.view.fullHeight / this.zoom;
left += scaleW * this.view.offsetX;
right = left + scaleW * this.view.width;
top -= scaleH * this.view.offsetY;
bottom = top - scaleH * this.view.height;
}
this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far, this.coordinateSystem );
this.projectionMatrixInverse.copy( this.projectionMatrix ).invert();
}
toJSON( meta ) {
const data = super.toJSON( meta );
data.object.zoom = this.zoom;
data.object.left = this.left;
data.object.right = this.right;
data.object.top = this.top;
data.object.bottom = this.bottom;
data.object.near = this.near;
data.object.far = this.far;
if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
return data;
}
}
class ArrayCamera extends PerspectiveCamera {
constructor( array = [] ) {
super();
this.isArrayCamera = true;
this.cameras = array;
this.index = 0;
}
}
const _matrix = /*@__PURE__*/ new Matrix4();
class Raycaster {
constructor( origin, direction, near = 0, far = Infinity ) {
this.ray = new Ray( origin, direction );
// direction is assumed to be normalized (for accurate distance calculations)
this.near = near;
this.far = far;
this.camera = null;
this.layers = new Layers();
this.params = {
Mesh: {},
Line: { threshold: 1 },
LOD: {},
Points: { threshold: 1 },
Sprite: {}
};
}
set( origin, direction ) {
// direction is assumed to be normalized (for accurate distance calculations)
this.ray.set( origin, direction );
}
setFromCamera( coords, camera ) {
if ( camera.isPerspectiveCamera ) {
this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
this.camera = camera;
} else if ( camera.isOrthographicCamera ) {
this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
this.ray.direction.set( 0, 0, -1 ).transformDirection( camera.matrixWorld );
this.camera = camera;
} else {
console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );
}
}
setFromXRController( controller ) {
_matrix.identity().extractRotation( controller.matrixWorld );
this.ray.origin.setFromMatrixPosition( controller.matrixWorld );
this.ray.direction.set( 0, 0, -1 ).applyMatrix4( _matrix );
return this;
}
intersectObject( object, recursive = true, intersects = [] ) {
intersect( object, this, intersects, recursive );
intersects.sort( ascSort );
return intersects;
}
intersectObjects( objects, recursive = true, intersects = [] ) {
for ( let i = 0, l = objects.length; i < l; i ++ ) {
intersect( objects[ i ], this, intersects, recursive );
}
intersects.sort( ascSort );
return intersects;
}
}
function ascSort( a, b ) {
return a.distance - b.distance;
}
function intersect( object, raycaster, intersects, recursive ) {
let propagate = true;
if ( object.layers.test( raycaster.layers ) ) {
const result = object.raycast( raycaster, intersects );
if ( result === false ) propagate = false;
}
if ( propagate === true && recursive === true ) {
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
intersect( children[ i ], raycaster, intersects, true );
}
}
}
/**
* Given the width, height, format, and type of a texture. Determines how many
* bytes must be used to represent the texture.
*
* @param {Number} width
* @param {Number} height
* @param {Number} format
* @param {Number} type
* @return {Number} The number of bytes required to represent the texture.
*/
function getByteLength( width, height, format, type ) {
const typeByteLength = getTextureTypeByteLength( type );
switch ( format ) {
// https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
case AlphaFormat:
return width * height;
case LuminanceFormat:
return width * height;
case LuminanceAlphaFormat:
return width * height * 2;
case RedFormat:
return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
case RedIntegerFormat:
return ( ( width * height ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGFormat:
return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGIntegerFormat:
return ( ( width * height * 2 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGBFormat:
return ( ( width * height * 3 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGBAFormat:
return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
case RGBAIntegerFormat:
return ( ( width * height * 4 ) / typeByteLength.components ) * typeByteLength.byteLength;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_s3tc_srgb/
case RGB_S3TC_DXT1_Format:
case RGBA_S3TC_DXT1_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
case RGBA_S3TC_DXT3_Format:
case RGBA_S3TC_DXT5_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_pvrtc/
case RGB_PVRTC_2BPPV1_Format:
case RGBA_PVRTC_2BPPV1_Format:
return ( Math.max( width, 16 ) * Math.max( height, 8 ) ) / 4;
case RGB_PVRTC_4BPPV1_Format:
case RGBA_PVRTC_4BPPV1_Format:
return ( Math.max( width, 8 ) * Math.max( height, 8 ) ) / 2;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_etc/
case RGB_ETC1_Format:
case RGB_ETC2_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 8;
case RGBA_ETC2_EAC_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
// https://registry.khronos.org/webgl/extensions/WEBGL_compressed_texture_astc/
case RGBA_ASTC_4x4_Format:
return Math.floor( ( width + 3 ) / 4 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
case RGBA_ASTC_5x4_Format:
return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 3 ) / 4 ) * 16;
case RGBA_ASTC_5x5_Format:
return Math.floor( ( width + 4 ) / 5 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_6x5_Format:
return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_6x6_Format:
return Math.floor( ( width + 5 ) / 6 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_8x5_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_8x6_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_8x8_Format:
return Math.floor( ( width + 7 ) / 8 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
case RGBA_ASTC_10x5_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 4 ) / 5 ) * 16;
case RGBA_ASTC_10x6_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 5 ) / 6 ) * 16;
case RGBA_ASTC_10x8_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 7 ) / 8 ) * 16;
case RGBA_ASTC_10x10_Format:
return Math.floor( ( width + 9 ) / 10 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
case RGBA_ASTC_12x10_Format:
return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 9 ) / 10 ) * 16;
case RGBA_ASTC_12x12_Format:
return Math.floor( ( width + 11 ) / 12 ) * Math.floor( ( height + 11 ) / 12 ) * 16;
// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_bptc/
case RGBA_BPTC_Format:
case RGB_BPTC_SIGNED_Format:
case RGB_BPTC_UNSIGNED_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
// https://registry.khronos.org/webgl/extensions/EXT_texture_compression_rgtc/
case RED_RGTC1_Format:
case SIGNED_RED_RGTC1_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 8;
case RED_GREEN_RGTC2_Format:
case SIGNED_RED_GREEN_RGTC2_Format:
return Math.ceil( width / 4 ) * Math.ceil( height / 4 ) * 16;
}
throw new Error(
`Unable to determine texture byte length for ${format} format.`,
);
}
function getTextureTypeByteLength( type ) {
switch ( type ) {
case UnsignedByteType:
case ByteType:
return { byteLength: 1, components: 1 };
case UnsignedShortType:
case ShortType:
case HalfFloatType:
return { byteLength: 2, components: 1 };
case UnsignedShort4444Type:
case UnsignedShort5551Type:
return { byteLength: 2, components: 4 };
case UnsignedIntType:
case IntType:
case FloatType:
return { byteLength: 4, components: 1 };
case UnsignedInt5999Type:
return { byteLength: 4, components: 3 };
}
throw new Error( `Unknown texture type ${type}.` );
}
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
revision: REVISION,
} } ) );
}
if ( typeof window !== 'undefined' ) {
if ( window.__THREE__ ) {
console.warn( 'WARNING: Multiple instances of Three.js being imported.' );
} else {
window.__THREE__ = REVISION;
}
}
/**
* @license
* Copyright 2010-2025 Three.js Authors
* SPDX-License-Identifier: MIT
*/
function WebGLAnimation() {
let context = null;
let isAnimating = false;
let animationLoop = null;
let requestId = null;
function onAnimationFrame( time, frame ) {
animationLoop( time, frame );
requestId = context.requestAnimationFrame( onAnimationFrame );
}
return {
start: function () {
if ( isAnimating === true ) return;
if ( animationLoop === null ) return;
requestId = context.requestAnimationFrame( onAnimationFrame );
isAnimating = true;
},
stop: function () {
context.cancelAnimationFrame( requestId );
isAnimating = false;
},
setAnimationLoop: function ( callback ) {
animationLoop = callback;
},
setContext: function ( value ) {
context = value;
}
};
}
function WebGLAttributes( gl ) {
const buffers = new WeakMap();
function createBuffer( attribute, bufferType ) {
const array = attribute.array;
const usage = attribute.usage;
const size = array.byteLength;
const buffer = gl.createBuffer();
gl.bindBuffer( bufferType, buffer );
gl.bufferData( bufferType, array, usage );
attribute.onUploadCallback();
let type;
if ( array instanceof Float32Array ) {
type = gl.FLOAT;
} else if ( array instanceof Uint16Array ) {
if ( attribute.isFloat16BufferAttribute ) {
type = gl.HALF_FLOAT;
} else {
type = gl.UNSIGNED_SHORT;
}
} else if ( array instanceof Int16Array ) {
type = gl.SHORT;
} else if ( array instanceof Uint32Array ) {
type = gl.UNSIGNED_INT;
} else if ( array instanceof Int32Array ) {
type = gl.INT;
} else if ( array instanceof Int8Array ) {
type = gl.BYTE;
} else if ( array instanceof Uint8Array ) {
type = gl.UNSIGNED_BYTE;
} else if ( array instanceof Uint8ClampedArray ) {
type = gl.UNSIGNED_BYTE;
} else {
throw new Error( 'THREE.WebGLAttributes: Unsupported buffer data format: ' + array );
}
return {
buffer: buffer,
type: type,
bytesPerElement: array.BYTES_PER_ELEMENT,
version: attribute.version,
size: size
};
}
function updateBuffer( buffer, attribute, bufferType ) {
const array = attribute.array;
const updateRanges = attribute.updateRanges;
gl.bindBuffer( bufferType, buffer );
if ( updateRanges.length === 0 ) {
// Not using update ranges
gl.bufferSubData( bufferType, 0, array );
} else {
// Before applying update ranges, we merge any adjacent / overlapping
// ranges to reduce load on `gl.bufferSubData`. Empirically, this has led
// to performance improvements for applications which make heavy use of
// update ranges. Likely due to GPU command overhead.
//
// Note that to reduce garbage collection between frames, we merge the
// update ranges in-place. This is safe because this method will clear the
// update ranges once updated.
updateRanges.sort( ( a, b ) => a.start - b.start );
// To merge the update ranges in-place, we work from left to right in the
// existing updateRanges array, merging ranges. This may result in a final
// array which is smaller than the original. This index tracks the last
// index representing a merged range, any data after this index can be
// trimmed once the merge algorithm is completed.
let mergeIndex = 0;
for ( let i = 1; i < updateRanges.length; i ++ ) {
const previousRange = updateRanges[ mergeIndex ];
const range = updateRanges[ i ];
// We add one here to merge adjacent ranges. This is safe because ranges
// operate over positive integers.
if ( range.start <= previousRange.start + previousRange.count + 1 ) {
previousRange.count = Math.max(
previousRange.count,
range.start + range.count - previousRange.start
);
} else {
++ mergeIndex;
updateRanges[ mergeIndex ] = range;
}
}
// Trim the array to only contain the merged ranges.
updateRanges.length = mergeIndex + 1;
for ( let i = 0, l = updateRanges.length; i < l; i ++ ) {
const range = updateRanges[ i ];
gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
array, range.start, range.count );
}
attribute.clearUpdateRanges();
}
attribute.onUploadCallback();
}
//
function get( attribute ) {
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
return buffers.get( attribute );
}
function remove( attribute ) {
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
const data = buffers.get( attribute );
if ( data ) {
gl.deleteBuffer( data.buffer );
buffers.delete( attribute );
}
}
function update( attribute, bufferType ) {
if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
if ( attribute.isGLBufferAttribute ) {
const cached = buffers.get( attribute );
if ( ! cached || cached.version < attribute.version ) {
buffers.set( attribute, {
buffer: attribute.buffer,
type: attribute.type,
bytesPerElement: attribute.elementSize,
version: attribute.version
} );
}
return;
}
const data = buffers.get( attribute );
if ( data === undefined ) {
buffers.set( attribute, createBuffer( attribute, bufferType ) );
} else if ( data.version < attribute.version ) {
if ( data.size !== attribute.array.byteLength ) {
throw new Error( 'THREE.WebGLAttributes: The size of the buffer attribute\'s array buffer does not match the original size. Resizing buffer attributes is not supported.' );
}
updateBuffer( data.buffer, attribute, bufferType );
data.version = attribute.version;
}
}
return {
get: get,
remove: remove,
update: update
};
}
var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif";
var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif";
var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif";
var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
var alphatest_fragment = "#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif";
var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";
var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";
var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
var batching_pars_vertex = "#ifdef USE_BATCHING\n\t#if ! defined( GL_ANGLE_multi_draw )\n\t#define gl_DrawID _gl_DrawID\n\tuniform int _gl_DrawID;\n\t#endif\n\tuniform highp sampler2D batchingTexture;\n\tuniform highp usampler2D batchingIdTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n\tfloat getIndirectIndex( const in int i ) {\n\t\tint size = textureSize( batchingIdTexture, 0 ).x;\n\t\tint x = i % size;\n\t\tint y = i / size;\n\t\treturn float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n\t}\n#endif\n#ifdef USE_BATCHING_COLOR\n\tuniform sampler2D batchingColorTexture;\n\tvec3 getBatchingColor( const in float i ) {\n\t\tint size = textureSize( batchingColorTexture, 0 ).x;\n\t\tint j = int( i );\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\treturn texelFetch( batchingColorTexture, ivec2( x, y ), 0 ).rgb;\n\t}\n#endif";
var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif";
var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif";
var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
var bsdfs = "float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated";
var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660, 0.0556434,\n\t\t-1.5371385, 1.8760108, -0.2040259,\n\t\t-0.4985314, 0.0415560, 1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif";
var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif";
var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";
var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";
var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif";
var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif";
var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvarying vec3 vColor;\n#endif";
var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif\n#ifdef USE_BATCHING_COLOR\n\tvec3 batchingColor = getBatchingColor( getIndirectIndex( gl_DrawID ) );\n\tvColor.xyz *= batchingColor.xyz;\n#endif";
var common = "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated";
var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";
var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif";
var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n\t\temissiveColor = sRGBTransferEOTF( emissiveColor );\n\t#endif\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
var colorspace_pars_fragment = "vec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}";
var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, envMapRotation * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\tuniform mat3 envMapRotation;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";
var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";
var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";
var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";
var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif";
var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif";
var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";
var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}";
var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";
var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";
var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif ( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";
var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif";
var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";
var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon";
var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong";
var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n\tmaterial.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif";
var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\tfloat dispersion;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n float x2 = x * x;\n float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3( 0, 1, 0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";
var lights_fragment_begin = "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";
var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";
var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";
var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tgl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";
var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";
var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tvFragDepth = 1.0 + gl_Position.w;\n\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif";
var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif";
var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";
var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
var morphinstance_vertex = "#ifdef USE_INSTANCING_MORPH\n\tfloat morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\tfloat morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tmorphTargetInfluences[i] = texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n\t}\n#endif";
var morphcolor_vertex = "#if defined( USE_MORPHCOLORS )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif";
var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif";
var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_INSTANCING_MORPH\n\t\tuniform float morphTargetBaseInfluence;\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t#endif\n\tuniform sampler2DArray morphTargetsTexture;\n\tuniform ivec2 morphTargetsTextureSize;\n\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t}\n#endif";
var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t}\n#endif";
var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";
var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";
var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";
var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif";
var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif";
var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif";
var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif";
var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif";
var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif";
var opaque_fragment = "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );";
var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec4( 0., 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec4( 1., 1., 1., 1. );\n\tfloat vuf;\n\tfloat af = modf( v * PackFactors.a, vuf );\n\tfloat bf = modf( vuf * ShiftRight8, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec3( 0., 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec3( 1., 1., 1. );\n\tfloat vuf;\n\tfloat bf = modf( v * PackFactors.b, vuf );\n\tfloat gf = modf( vuf * ShiftRight8, vuf );\n\treturn vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n\tif( v <= 0.0 )\n\t\treturn vec2( 0., 0. );\n\tif( v >= 1.0 )\n\t\treturn vec2( 1., 1. );\n\tfloat vuf;\n\tfloat gf = modf( v * 256., vuf );\n\treturn vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n\treturn dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n\treturn v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}";
var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";
var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tfloat shadow = 1.0;\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\t\n\t\tfloat lightToPositionLength = length( lightToPosition );\n\t\tif ( lightToPositionLength - shadowCameraFar <= 0.0 && lightToPositionLength - shadowCameraNear >= 0.0 ) {\n\t\t\tfloat dp = ( lightToPositionLength - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\t\tdp += shadowBias;\n\t\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\t\tshadow = (\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t\t) * ( 1.0 / 9.0 );\n\t\t\t#else\n\t\t\t\tshadow = texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t\t#endif\n\t\t}\n\t\treturn mix( 1.0, shadow, shadowIntensity );\n\t}\n#endif";
var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowIntensity;\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";
var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif";
var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";
var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif";
var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3( 1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108, 1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605, 1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n\tconst float StartCompression = 0.8 - 0.04;\n\tconst float Desaturation = 0.15;\n\tcolor *= toneMappingExposure;\n\tfloat x = min( color.r, min( color.g, color.b ) );\n\tfloat offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n\tcolor -= offset;\n\tfloat peak = max( color.r, max( color.g, color.b ) );\n\tif ( peak < StartCompression ) return color;\n\tfloat d = 1. - StartCompression;\n\tfloat newPeak = 1. - d * d / ( peak + d - StartCompression );\n\tcolor *= newPeak / peak;\n\tfloat g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n\treturn mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";
var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";
var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec4 transmittedLight;\n\t\tvec3 transmittance;\n\t\t#ifdef USE_DISPERSION\n\t\t\tfloat halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n\t\t\tvec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n\t\t\tfor ( int i = 0; i < 3; i ++ ) {\n\t\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n\t\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\t\trefractionCoords += 1.0;\n\t\t\t\trefractionCoords /= 2.0;\n\t\t\t\tvec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n\t\t\t\ttransmittedLight[ i ] = transmissionSample[ i ];\n\t\t\t\ttransmittedLight.a += transmissionSample.a;\n\t\t\t\ttransmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n\t\t\t}\n\t\t\ttransmittedLight.a /= 3.0;\n\t\t#else\n\t\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\t\trefractionCoords += 1.0;\n\t\t\trefractionCoords /= 2.0;\n\t\t\ttransmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\t\ttransmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\t#endif\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif";
var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif";
var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif";
var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif";
var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";
const vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";
const vertex$g = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, backgroundRotation * vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";
const vertex$f = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";
const vertex$e = "#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#include <morphinstance_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";
const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#elif DEPTH_PACKING == 3202\n\t\tgl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n\t#elif DEPTH_PACKING == 3203\n\t\tgl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n\t#endif\n}";
const vertex$d = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#include <morphinstance_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
const vertex$c = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";
const vertex$b = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\tvLineDistance = scale * lineDistance;\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
const fragment$b = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
const vertex$a = "#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
const vertex$9 = "#define LAMBERT\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_lambert_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_lambert_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
const vertex$8 = "#define MATCAP\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
const fragment$8 = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}";
const vertex$6 = "#define PHONG\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";
const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n\tuniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
const vertex$4 = "#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
const vertex$3 = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\n#ifdef USE_POINTS_UV\n\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
const fragment$3 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";
const vertex$2 = "#include <common>\n#include <batching_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphinstance_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <logdepthbuf_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n}";
const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix[ 3 ];\n\tvec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
const fragment$1 = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n}";
const ShaderChunk = {
alphahash_fragment: alphahash_fragment,
alphahash_pars_fragment: alphahash_pars_fragment,
alphamap_fragment: alphamap_fragment,
alphamap_pars_fragment: alphamap_pars_fragment,
alphatest_fragment: alphatest_fragment,
alphatest_pars_fragment: alphatest_pars_fragment,
aomap_fragment: aomap_fragment,
aomap_pars_fragment: aomap_pars_fragment,
batching_pars_vertex: batching_pars_vertex,
batching_vertex: batching_vertex,
begin_vertex: begin_vertex,
beginnormal_vertex: beginnormal_vertex,
bsdfs: bsdfs,
iridescence_fragment: iridescence_fragment,
bumpmap_pars_fragment: bumpmap_pars_fragment,
clipping_planes_fragment: clipping_planes_fragment,
clipping_planes_pars_fragment: clipping_planes_pars_fragment,
clipping_planes_pars_vertex: clipping_planes_pars_vertex,
clipping_planes_vertex: clipping_planes_vertex,
color_fragment: color_fragment,
color_pars_fragment: color_pars_fragment,
color_pars_vertex: color_pars_vertex,
color_vertex: color_vertex,
common: common,
cube_uv_reflection_fragment: cube_uv_reflection_fragment,
defaultnormal_vertex: defaultnormal_vertex,
displacementmap_pars_vertex: displacementmap_pars_vertex,
displacementmap_vertex: displacementmap_vertex,
emissivemap_fragment: emissivemap_fragment,
emissivemap_pars_fragment: emissivemap_pars_fragment,
colorspace_fragment: colorspace_fragment,
colorspace_pars_fragment: colorspace_pars_fragment,
envmap_fragment: envmap_fragment,
envmap_common_pars_fragment: envmap_common_pars_fragment,
envmap_pars_fragment: envmap_pars_fragment,
envmap_pars_vertex: envmap_pars_vertex,
envmap_physical_pars_fragment: envmap_physical_pars_fragment,
envmap_vertex: envmap_vertex,
fog_vertex: fog_vertex,
fog_pars_vertex: fog_pars_vertex,
fog_fragment: fog_fragment,
fog_pars_fragment: fog_pars_fragment,
gradientmap_pars_fragment: gradientmap_pars_fragment,
lightmap_pars_fragment: lightmap_pars_fragment,
lights_lambert_fragment: lights_lambert_fragment,
lights_lambert_pars_fragment: lights_lambert_pars_fragment,
lights_pars_begin: lights_pars_begin,
lights_toon_fragment: lights_toon_fragment,
lights_toon_pars_fragment: lights_toon_pars_fragment,
lights_phong_fragment: lights_phong_fragment,
lights_phong_pars_fragment: lights_phong_pars_fragment,
lights_physical_fragment: lights_physical_fragment,
lights_physical_pars_fragment: lights_physical_pars_fragment,
lights_fragment_begin: lights_fragment_begin,
lights_fragment_maps: lights_fragment_maps,
lights_fragment_end: lights_fragment_end,
logdepthbuf_fragment: logdepthbuf_fragment,
logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
logdepthbuf_vertex: logdepthbuf_vertex,
map_fragment: map_fragment,
map_pars_fragment: map_pars_fragment,
map_particle_fragment: map_particle_fragment,
map_particle_pars_fragment: map_particle_pars_fragment,
metalnessmap_fragment: metalnessmap_fragment,
metalnessmap_pars_fragment: metalnessmap_pars_fragment,
morphinstance_vertex: morphinstance_vertex,
morphcolor_vertex: morphcolor_vertex,
morphnormal_vertex: morphnormal_vertex,
morphtarget_pars_vertex: morphtarget_pars_vertex,
morphtarget_vertex: morphtarget_vertex,
normal_fragment_begin: normal_fragment_begin,
normal_fragment_maps: normal_fragment_maps,
normal_pars_fragment: normal_pars_fragment,
normal_pars_vertex: normal_pars_vertex,
normal_vertex: normal_vertex,
normalmap_pars_fragment: normalmap_pars_fragment,
clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
clearcoat_pars_fragment: clearcoat_pars_fragment,
iridescence_pars_fragment: iridescence_pars_fragment,
opaque_fragment: opaque_fragment,
packing: packing,
premultiplied_alpha_fragment: premultiplied_alpha_fragment,
project_vertex: project_vertex,
dithering_fragment: dithering_fragment,
dithering_pars_fragment: dithering_pars_fragment,
roughnessmap_fragment: roughnessmap_fragment,
roughnessmap_pars_fragment: roughnessmap_pars_fragment,
shadowmap_pars_fragment: shadowmap_pars_fragment,
shadowmap_pars_vertex: shadowmap_pars_vertex,
shadowmap_vertex: shadowmap_vertex,
shadowmask_pars_fragment: shadowmask_pars_fragment,
skinbase_vertex: skinbase_vertex,
skinning_pars_vertex: skinning_pars_vertex,
skinning_vertex: skinning_vertex,
skinnormal_vertex: skinnormal_vertex,
specularmap_fragment: specularmap_fragment,
specularmap_pars_fragment: specularmap_pars_fragment,
tonemapping_fragment: tonemapping_fragment,
tonemapping_pars_fragment: tonemapping_pars_fragment,
transmission_fragment: transmission_fragment,
transmission_pars_fragment: transmission_pars_fragment,
uv_pars_fragment: uv_pars_fragment,
uv_pars_vertex: uv_pars_vertex,
uv_vertex: uv_vertex,
worldpos_vertex: worldpos_vertex,
background_vert: vertex$h,
background_frag: fragment$h,
backgroundCube_vert: vertex$g,
backgroundCube_frag: fragment$g,
cube_vert: vertex$f,
cube_frag: fragment$f,
depth_vert: vertex$e,
depth_frag: fragment$e,
distanceRGBA_vert: vertex$d,
distanceRGBA_frag: fragment$d,
equirect_vert: vertex$c,
equirect_frag: fragment$c,
linedashed_vert: vertex$b,
linedashed_frag: fragment$b,
meshbasic_vert: vertex$a,
meshbasic_frag: fragment$a,
meshlambert_vert: vertex$9,
meshlambert_frag: fragment$9,
meshmatcap_vert: vertex$8,
meshmatcap_frag: fragment$8,
meshnormal_vert: vertex$7,
meshnormal_frag: fragment$7,
meshphong_vert: vertex$6,
meshphong_frag: fragment$6,
meshphysical_vert: vertex$5,
meshphysical_frag: fragment$5,
meshtoon_vert: vertex$4,
meshtoon_frag: fragment$4,
points_vert: vertex$3,
points_frag: fragment$3,
shadow_vert: vertex$2,
shadow_frag: fragment$2,
sprite_vert: vertex$1,
sprite_frag: fragment$1
};
/**
* Uniforms library for shared webgl shaders
*/
const UniformsLib = {
common: {
diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },
opacity: { value: 1.0 },
map: { value: null },
mapTransform: { value: /*@__PURE__*/ new Matrix3() },
alphaMap: { value: null },
alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },
alphaTest: { value: 0 }
},
specularmap: {
specularMap: { value: null },
specularMapTransform: { value: /*@__PURE__*/ new Matrix3() }
},
envmap: {
envMap: { value: null },
envMapRotation: { value: /*@__PURE__*/ new Matrix3() },
flipEnvMap: { value: -1 },
reflectivity: { value: 1.0 }, // basic, lambert, phong
ior: { value: 1.5 }, // physical
refractionRatio: { value: 0.98 }, // basic, lambert, phong
},
aomap: {
aoMap: { value: null },
aoMapIntensity: { value: 1 },
aoMapTransform: { value: /*@__PURE__*/ new Matrix3() }
},
lightmap: {
lightMap: { value: null },
lightMapIntensity: { value: 1 },
lightMapTransform: { value: /*@__PURE__*/ new Matrix3() }
},
bumpmap: {
bumpMap: { value: null },
bumpMapTransform: { value: /*@__PURE__*/ new Matrix3() },
bumpScale: { value: 1 }
},
normalmap: {
normalMap: { value: null },
normalMapTransform: { value: /*@__PURE__*/ new Matrix3() },
normalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) }
},
displacementmap: {
displacementMap: { value: null },
displacementMapTransform: { value: /*@__PURE__*/ new Matrix3() },
displacementScale: { value: 1 },
displacementBias: { value: 0 }
},
emissivemap: {
emissiveMap: { value: null },
emissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() }
},
metalnessmap: {
metalnessMap: { value: null },
metalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }
},
roughnessmap: {
roughnessMap: { value: null },
roughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }
},
gradientmap: {
gradientMap: { value: null }
},
fog: {
fogDensity: { value: 0.00025 },
fogNear: { value: 1 },
fogFar: { value: 2000 },
fogColor: { value: /*@__PURE__*/ new Color( 0xffffff ) }
},
lights: {
ambientLightColor: { value: [] },
lightProbe: { value: [] },
directionalLights: { value: [], properties: {
direction: {},
color: {}
} },
directionalLightShadows: { value: [], properties: {
shadowIntensity: 1,
shadowBias: {},
shadowNormalBias: {},
shadowRadius: {},
shadowMapSize: {}
} },
directionalShadowMap: { value: [] },
directionalShadowMatrix: { value: [] },
spotLights: { value: [], properties: {
color: {},
position: {},
direction: {},
distance: {},
coneCos: {},
penumbraCos: {},
decay: {}
} },
spotLightShadows: { value: [], properties: {
shadowIntensity: 1,
shadowBias: {},
shadowNormalBias: {},
shadowRadius: {},
shadowMapSize: {}
} },
spotLightMap: { value: [] },
spotShadowMap: { value: [] },
spotLightMatrix: { value: [] },
pointLights: { value: [], properties: {
color: {},
position: {},
decay: {},
distance: {}
} },
pointLightShadows: { value: [], properties: {
shadowIntensity: 1,
shadowBias: {},
shadowNormalBias: {},
shadowRadius: {},
shadowMapSize: {},
shadowCameraNear: {},
shadowCameraFar: {}
} },
pointShadowMap: { value: [] },
pointShadowMatrix: { value: [] },
hemisphereLights: { value: [], properties: {
direction: {},
skyColor: {},
groundColor: {}
} },
// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
rectAreaLights: { value: [], properties: {
color: {},
position: {},
width: {},
height: {}
} },
ltc_1: { value: null },
ltc_2: { value: null }
},
points: {
diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },
opacity: { value: 1.0 },
size: { value: 1.0 },
scale: { value: 1.0 },
map: { value: null },
alphaMap: { value: null },
alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },
alphaTest: { value: 0 },
uvTransform: { value: /*@__PURE__*/ new Matrix3() }
},
sprite: {
diffuse: { value: /*@__PURE__*/ new Color( 0xffffff ) },
opacity: { value: 1.0 },
center: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) },
rotation: { value: 0.0 },
map: { value: null },
mapTransform: { value: /*@__PURE__*/ new Matrix3() },
alphaMap: { value: null },
alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },
alphaTest: { value: 0 }
}
};
const ShaderLib = {
basic: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.fog
] ),
vertexShader: ShaderChunk.meshbasic_vert,
fragmentShader: ShaderChunk.meshbasic_frag
},
lambert: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }
}
] ),
vertexShader: ShaderChunk.meshlambert_vert,
fragmentShader: ShaderChunk.meshlambert_frag
},
phong: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },
specular: { value: /*@__PURE__*/ new Color( 0x111111 ) },
shininess: { value: 30 }
}
] ),
vertexShader: ShaderChunk.meshphong_vert,
fragmentShader: ShaderChunk.meshphong_frag
},
standard: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.roughnessmap,
UniformsLib.metalnessmap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) },
roughness: { value: 1.0 },
metalness: { value: 0.0 },
envMapIntensity: { value: 1 }
}
] ),
vertexShader: ShaderChunk.meshphysical_vert,
fragmentShader: ShaderChunk.meshphysical_frag
},
toon: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.gradientmap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: { value: /*@__PURE__*/ new Color( 0x000000 ) }
}
] ),
vertexShader: ShaderChunk.meshtoon_vert,
fragmentShader: ShaderChunk.meshtoon_frag
},
matcap: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.fog,
{
matcap: { value: null }
}
] ),
vertexShader: ShaderChunk.meshmatcap_vert,
fragmentShader: ShaderChunk.meshmatcap_frag
},
points: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.points,
UniformsLib.fog
] ),
vertexShader: ShaderChunk.points_vert,
fragmentShader: ShaderChunk.points_frag
},
dashed: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.fog,
{
scale: { value: 1 },
dashSize: { value: 1 },
totalSize: { value: 2 }
}
] ),
vertexShader: ShaderChunk.linedashed_vert,
fragmentShader: ShaderChunk.linedashed_frag
},
depth: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.displacementmap
] ),
vertexShader: ShaderChunk.depth_vert,
fragmentShader: ShaderChunk.depth_frag
},
normal: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
{
opacity: { value: 1.0 }
}
] ),
vertexShader: ShaderChunk.meshnormal_vert,
fragmentShader: ShaderChunk.meshnormal_frag
},
sprite: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.sprite,
UniformsLib.fog
] ),
vertexShader: ShaderChunk.sprite_vert,
fragmentShader: ShaderChunk.sprite_frag
},
background: {
uniforms: {
uvTransform: { value: /*@__PURE__*/ new Matrix3() },
t2D: { value: null },
backgroundIntensity: { value: 1 }
},
vertexShader: ShaderChunk.background_vert,
fragmentShader: ShaderChunk.background_frag
},
backgroundCube: {
uniforms: {
envMap: { value: null },
flipEnvMap: { value: -1 },
backgroundBlurriness: { value: 0 },
backgroundIntensity: { value: 1 },
backgroundRotation: { value: /*@__PURE__*/ new Matrix3() }
},
vertexShader: ShaderChunk.backgroundCube_vert,
fragmentShader: ShaderChunk.backgroundCube_frag
},
cube: {
uniforms: {
tCube: { value: null },
tFlip: { value: -1 },
opacity: { value: 1.0 }
},
vertexShader: ShaderChunk.cube_vert,
fragmentShader: ShaderChunk.cube_frag
},
equirect: {
uniforms: {
tEquirect: { value: null },
},
vertexShader: ShaderChunk.equirect_vert,
fragmentShader: ShaderChunk.equirect_frag
},
distanceRGBA: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.common,
UniformsLib.displacementmap,
{
referencePosition: { value: /*@__PURE__*/ new Vector3() },
nearDistance: { value: 1 },
farDistance: { value: 1000 }
}
] ),
vertexShader: ShaderChunk.distanceRGBA_vert,
fragmentShader: ShaderChunk.distanceRGBA_frag
},
shadow: {
uniforms: /*@__PURE__*/ mergeUniforms( [
UniformsLib.lights,
UniformsLib.fog,
{
color: { value: /*@__PURE__*/ new Color( 0x00000 ) },
opacity: { value: 1.0 }
},
] ),
vertexShader: ShaderChunk.shadow_vert,
fragmentShader: ShaderChunk.shadow_frag
}
};
ShaderLib.physical = {
uniforms: /*@__PURE__*/ mergeUniforms( [
ShaderLib.standard.uniforms,
{
clearcoat: { value: 0 },
clearcoatMap: { value: null },
clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() },
clearcoatNormalMap: { value: null },
clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },
clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2( 1, 1 ) },
clearcoatRoughness: { value: 0 },
clearcoatRoughnessMap: { value: null },
clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
dispersion: { value: 0 },
iridescence: { value: 0 },
iridescenceMap: { value: null },
iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },
iridescenceIOR: { value: 1.3 },
iridescenceThicknessMinimum: { value: 100 },
iridescenceThicknessMaximum: { value: 400 },
iridescenceThicknessMap: { value: null },
iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
sheen: { value: 0 },
sheenColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },
sheenColorMap: { value: null },
sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },
sheenRoughness: { value: 1 },
sheenRoughnessMap: { value: null },
sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
transmission: { value: 0 },
transmissionMap: { value: null },
transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() },
transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },
transmissionSamplerMap: { value: null },
thickness: { value: 0 },
thicknessMap: { value: null },
thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
attenuationDistance: { value: 0 },
attenuationColor: { value: /*@__PURE__*/ new Color( 0x000000 ) },
specularColor: { value: /*@__PURE__*/ new Color( 1, 1, 1 ) },
specularColorMap: { value: null },
specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },
specularIntensity: { value: 1 },
specularIntensityMap: { value: null },
specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() },
anisotropyVector: { value: /*@__PURE__*/ new Vector2() },
anisotropyMap: { value: null },
anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() },
}
] ),
vertexShader: ShaderChunk.meshphysical_vert,
fragmentShader: ShaderChunk.meshphysical_frag
};
const _rgb = { r: 0, b: 0, g: 0 };
const _e1$1 = /*@__PURE__*/ new Euler();
const _m1$1 = /*@__PURE__*/ new Matrix4();
function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) {
const clearColor = new Color( 0x000000 );
let clearAlpha = alpha === true ? 0 : 1;
let planeMesh;
let boxMesh;
let currentBackground = null;
let currentBackgroundVersion = 0;
let currentTonemapping = null;
function getBackground( scene ) {
let background = scene.isScene === true ? scene.background : null;
if ( background && background.isTexture ) {
const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background
background = ( usePMREM ? cubeuvmaps : cubemaps ).get( background );
}
return background;
}
function render( scene ) {
let forceClear = false;
const background = getBackground( scene );
if ( background === null ) {
setClear( clearColor, clearAlpha );
} else if ( background && background.isColor ) {
setClear( background, 1 );
forceClear = true;
}
const environmentBlendMode = renderer.xr.getEnvironmentBlendMode();
if ( environmentBlendMode === 'additive' ) {
state.buffers.color.setClear( 0, 0, 0, 1, premultipliedAlpha );
} else if ( environmentBlendMode === 'alpha-blend' ) {
state.buffers.color.setClear( 0, 0, 0, 0, premultipliedAlpha );
}
if ( renderer.autoClear || forceClear ) {
// buffers might not be writable which is required to ensure a correct clear
state.buffers.depth.setTest( true );
state.buffers.depth.setMask( true );
state.buffers.color.setMask( true );
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
}
}
function addToRenderList( renderList, scene ) {
const background = getBackground( scene );
if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {
if ( boxMesh === undefined ) {
boxMesh = new Mesh(
new BoxGeometry( 1, 1, 1 ),
new ShaderMaterial( {
name: 'BackgroundCubeMaterial',
uniforms: cloneUniforms( ShaderLib.backgroundCube.uniforms ),
vertexShader: ShaderLib.backgroundCube.vertexShader,
fragmentShader: ShaderLib.backgroundCube.fragmentShader,
side: BackSide,
depthTest: false,
depthWrite: false,
fog: false
} )
);
boxMesh.geometry.deleteAttribute( 'normal' );
boxMesh.geometry.deleteAttribute( 'uv' );
boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
this.matrixWorld.copyPosition( camera.matrixWorld );
};
// add "envMap" material property so the renderer can evaluate it like for built-in materials
Object.defineProperty( boxMesh.material, 'envMap', {
get: function () {
return this.uniforms.envMap.value;
}
} );
objects.update( boxMesh );
}
_e1$1.copy( scene.backgroundRotation );
// accommodate left-handed frame
_e1$1.x *= -1; _e1$1.y *= -1; _e1$1.z *= -1;
if ( background.isCubeTexture && background.isRenderTargetTexture === false ) {
// environment maps which are not cube render targets or PMREMs follow a different convention
_e1$1.y *= -1;
_e1$1.z *= -1;
}
boxMesh.material.uniforms.envMap.value = background;
boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? -1 : 1;
boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4( _m1$1.makeRotationFromEuler( _e1$1 ) );
boxMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
if ( currentBackground !== background ||
currentBackgroundVersion !== background.version ||
currentTonemapping !== renderer.toneMapping ) {
boxMesh.material.needsUpdate = true;
currentBackground = background;
currentBackgroundVersion = background.version;
currentTonemapping = renderer.toneMapping;
}
boxMesh.layers.enableAll();
// push to the pre-sorted opaque render list
renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
} else if ( background && background.isTexture ) {
if ( planeMesh === undefined ) {
planeMesh = new Mesh(
new PlaneGeometry( 2, 2 ),
new ShaderMaterial( {
name: 'BackgroundMaterial',
uniforms: cloneUniforms( ShaderLib.background.uniforms ),
vertexShader: ShaderLib.background.vertexShader,
fragmentShader: ShaderLib.background.fragmentShader,
side: FrontSide,
depthTest: false,
depthWrite: false,
fog: false
} )
);
planeMesh.geometry.deleteAttribute( 'normal' );
// add "map" material property so the renderer can evaluate it like for built-in materials
Object.defineProperty( planeMesh.material, 'map', {
get: function () {
return this.uniforms.t2D.value;
}
} );
objects.update( planeMesh );
}
planeMesh.material.uniforms.t2D.value = background;
planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
planeMesh.material.toneMapped = ColorManagement.getTransfer( background.colorSpace ) !== SRGBTransfer;
if ( background.matrixAutoUpdate === true ) {
background.updateMatrix();
}
planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
if ( currentBackground !== background ||
currentBackgroundVersion !== background.version ||
currentTonemapping !== renderer.toneMapping ) {
planeMesh.material.needsUpdate = true;
currentBackground = background;
currentBackgroundVersion = background.version;
currentTonemapping = renderer.toneMapping;
}
planeMesh.layers.enableAll();
// push to the pre-sorted opaque render list
renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
}
}
function setClear( color, alpha ) {
color.getRGB( _rgb, getUnlitUniformColorSpace( renderer ) );
state.buffers.color.setClear( _rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha );
}
function dispose() {
if ( boxMesh !== undefined ) {
boxMesh.geometry.dispose();
boxMesh.material.dispose();
boxMesh = undefined;
}
if ( planeMesh !== undefined ) {
planeMesh.geometry.dispose();
planeMesh.material.dispose();
planeMesh = undefined;
}
}
return {
getClearColor: function () {
return clearColor;
},
setClearColor: function ( color, alpha = 1 ) {
clearColor.set( color );
clearAlpha = alpha;
setClear( clearColor, clearAlpha );
},
getClearAlpha: function () {
return clearAlpha;
},
setClearAlpha: function ( alpha ) {
clearAlpha = alpha;
setClear( clearColor, clearAlpha );
},
render: render,
addToRenderList: addToRenderList,
dispose: dispose
};
}
function WebGLBindingStates( gl, attributes ) {
const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
const bindingStates = {};
const defaultState = createBindingState( null );
let currentState = defaultState;
let forceUpdate = false;
function setup( object, material, program, geometry, index ) {
let updateBuffers = false;
const state = getBindingState( geometry, program, material );
if ( currentState !== state ) {
currentState = state;
bindVertexArrayObject( currentState.object );
}
updateBuffers = needsUpdate( object, geometry, program, index );
if ( updateBuffers ) saveCache( object, geometry, program, index );
if ( index !== null ) {
attributes.update( index, gl.ELEMENT_ARRAY_BUFFER );
}
if ( updateBuffers || forceUpdate ) {
forceUpdate = false;
setupVertexAttributes( object, material, program, geometry );
if ( index !== null ) {
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, attributes.get( index ).buffer );
}
}
}
function createVertexArrayObject() {
return gl.createVertexArray();
}
function bindVertexArrayObject( vao ) {
return gl.bindVertexArray( vao );
}
function deleteVertexArrayObject( vao ) {
return gl.deleteVertexArray( vao );
}
function getBindingState( geometry, program, material ) {
const wireframe = ( material.wireframe === true );
let programMap = bindingStates[ geometry.id ];
if ( programMap === undefined ) {
programMap = {};
bindingStates[ geometry.id ] = programMap;
}
let stateMap = programMap[ program.id ];
if ( stateMap === undefined ) {
stateMap = {};
programMap[ program.id ] = stateMap;
}
let state = stateMap[ wireframe ];
if ( state === undefined ) {
state = createBindingState( createVertexArrayObject() );
stateMap[ wireframe ] = state;
}
return state;
}
function createBindingState( vao ) {
const newAttributes = [];
const enabledAttributes = [];
const attributeDivisors = [];
for ( let i = 0; i < maxVertexAttributes; i ++ ) {
newAttributes[ i ] = 0;
enabledAttributes[ i ] = 0;
attributeDivisors[ i ] = 0;
}
return {
// for backward compatibility on non-VAO support browser
geometry: null,
program: null,
wireframe: false,
newAttributes: newAttributes,
enabledAttributes: enabledAttributes,
attributeDivisors: attributeDivisors,
object: vao,
attributes: {},
index: null
};
}
function needsUpdate( object, geometry, program, index ) {
const cachedAttributes = currentState.attributes;
const geometryAttributes = geometry.attributes;
let attributesNum = 0;
const programAttributes = program.getAttributes();
for ( const name in programAttributes ) {
const programAttribute = programAttributes[ name ];
if ( programAttribute.location >= 0 ) {
const cachedAttribute = cachedAttributes[ name ];
let geometryAttribute = geometryAttributes[ name ];
if ( geometryAttribute === undefined ) {
if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;
if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;
}
if ( cachedAttribute === undefined ) return true;
if ( cachedAttribute.attribute !== geometryAttribute ) return true;
if ( geometryAttribute && cachedAttribute.data !== geometryAttribute.data ) return true;
attributesNum ++;
}
}
if ( currentState.attributesNum !== attributesNum ) return true;
if ( currentState.index !== index ) return true;
return false;
}
function saveCache( object, geometry, program, index ) {
const cache = {};
const attributes = geometry.attributes;
let attributesNum = 0;
const programAttributes = program.getAttributes();
for ( const name in programAttributes ) {
const programAttribute = programAttributes[ name ];
if ( programAttribute.location >= 0 ) {
let attribute = attributes[ name ];
if ( attribute === undefined ) {
if ( name === 'instanceMatrix' && object.instanceMatrix ) attribute = object.instanceMatrix;
if ( name === 'instanceColor' && object.instanceColor ) attribute = object.instanceColor;
}
const data = {};
data.attribute = attribute;
if ( attribute && attribute.data ) {
data.data = attribute.data;
}
cache[ name ] = data;
attributesNum ++;
}
}
currentState.attributes = cache;
currentState.attributesNum = attributesNum;
currentState.index = index;
}
function initAttributes() {
const newAttributes = currentState.newAttributes;
for ( let i = 0, il = newAttributes.length; i < il; i ++ ) {
newAttributes[ i ] = 0;
}
}
function enableAttribute( attribute ) {
enableAttributeAndDivisor( attribute, 0 );
}
function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
const newAttributes = currentState.newAttributes;
const enabledAttributes = currentState.enabledAttributes;
const attributeDivisors = currentState.attributeDivisors;
newAttributes[ attribute ] = 1;
if ( enabledAttributes[ attribute ] === 0 ) {
gl.enableVertexAttribArray( attribute );
enabledAttributes[ attribute ] = 1;
}
if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
gl.vertexAttribDivisor( attribute, meshPerAttribute );
attributeDivisors[ attribute ] = meshPerAttribute;
}
}
function disableUnusedAttributes() {
const newAttributes = currentState.newAttributes;
const enabledAttributes = currentState.enabledAttributes;
for ( let i = 0, il = enabledAttributes.length; i < il; i ++ ) {
if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
gl.disableVertexAttribArray( i );
enabledAttributes[ i ] = 0;
}
}
}
function vertexAttribPointer( index, size, type, normalized, stride, offset, integer ) {
if ( integer === true ) {
gl.vertexAttribIPointer( index, size, type, stride, offset );
} else {
gl.vertexAttribPointer( index, size, type, normalized, stride, offset );
}
}
function setupVertexAttributes( object, material, program, geometry ) {
initAttributes();
const geometryAttributes = geometry.attributes;
const programAttributes = program.getAttributes();
const materialDefaultAttributeValues = material.defaultAttributeValues;
for ( const name in programAttributes ) {
const programAttribute = programAttributes[ name ];
if ( programAttribute.location >= 0 ) {
let geometryAttribute = geometryAttributes[ name ];
if ( geometryAttribute === undefined ) {
if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;
if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;
}
if ( geometryAttribute !== undefined ) {
const normalized = geometryAttribute.normalized;
const size = geometryAttribute.itemSize;
const attribute = attributes.get( geometryAttribute );
// TODO Attribute may not be available on context restore
if ( attribute === undefined ) continue;
const buffer = attribute.buffer;
const type = attribute.type;
const bytesPerElement = attribute.bytesPerElement;
// check for integer attributes
const integer = ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType );
if ( geometryAttribute.isInterleavedBufferAttribute ) {
const data = geometryAttribute.data;
const stride = data.stride;
const offset = geometryAttribute.offset;
if ( data.isInstancedInterleavedBuffer ) {
for ( let i = 0; i < programAttribute.locationSize; i ++ ) {
enableAttributeAndDivisor( programAttribute.location + i, data.meshPerAttribute );
}
if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {
geometry._maxInstanceCount = data.meshPerAttribute * data.count;
}
} else {
for ( let i = 0; i < programAttribute.locationSize; i ++ ) {
enableAttribute( programAttribute.location + i );
}
}
gl.bindBuffer( gl.ARRAY_BUFFER, buffer );
for ( let i = 0; i < programAttribute.locationSize; i ++ ) {
vertexAttribPointer(
programAttribute.location + i,
size / programAttribute.locationSize,
type,
normalized,
stride * bytesPerElement,
( offset + ( size / programAttribute.locationSize ) * i ) * bytesPerElement,
integer
);
}
} else {
if ( geometryAttribute.isInstancedBufferAttribute ) {
for ( let i = 0; i < programAttribute.locationSize; i ++ ) {
enableAttributeAndDivisor( programAttribute.location + i, geometryAttribute.meshPerAttribute );
}
if ( object.isInstancedMesh !== true && geometry._maxInstanceCount === undefined ) {
geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
}
} else {
for ( let i = 0; i < programAttribute.locationSize; i ++ ) {
enableAttribute( programAttribute.location + i );
}
}
gl.bindBuffer( gl.ARRAY_BUFFER, buffer );
for ( let i = 0; i < programAttribute.locationSize; i ++ ) {
vertexAttribPointer(
programAttribute.location + i,
size / programAttribute.locationSize,
type,
normalized,
size * bytesPerElement,
( size / programAttribute.locationSize ) * i * bytesPerElement,
integer
);
}
}
} else if ( materialDefaultAttributeValues !== undefined ) {
const value = materialDefaultAttributeValues[ name ];
if ( value !== undefined ) {
switch ( value.length ) {
case 2:
gl.vertexAttrib2fv( programAttribute.location, value );
break;
case 3:
gl.vertexAttrib3fv( programAttribute.location, value );
break;
case 4:
gl.vertexAttrib4fv( programAttribute.location, value );
break;
default:
gl.vertexAttrib1fv( programAttribute.location, value );
}
}
}
}
}
disableUnusedAttributes();
}
function dispose() {
reset();
for ( const geometryId in bindingStates ) {
const programMap = bindingStates[ geometryId ];
for ( const programId in programMap ) {
const stateMap = programMap[ programId ];
for ( const wireframe in stateMap ) {
deleteVertexArrayObject( stateMap[ wireframe ].object );
delete stateMap[ wireframe ];
}
delete programMap[ programId ];
}
delete bindingStates[ geometryId ];
}
}
function releaseStatesOfGeometry( geometry ) {
if ( bindingStates[ geometry.id ] === undefined ) return;
const programMap = bindingStates[ geometry.id ];
for ( const programId in programMap ) {
const stateMap = programMap[ programId ];
for ( const wireframe in stateMap ) {
deleteVertexArrayObject( stateMap[ wireframe ].object );
delete stateMap[ wireframe ];
}
delete programMap[ programId ];
}
delete bindingStates[ geometry.id ];
}
function releaseStatesOfProgram( program ) {
for ( const geometryId in bindingStates ) {
const programMap = bindingStates[ geometryId ];
if ( programMap[ program.id ] === undefined ) continue;
const stateMap = programMap[ program.id ];
for ( const wireframe in stateMap ) {
deleteVertexArrayObject( stateMap[ wireframe ].object );
delete stateMap[ wireframe ];
}
delete programMap[ program.id ];
}
}
function reset() {
resetDefaultState();
forceUpdate = true;
if ( currentState === defaultState ) return;
currentState = defaultState;
bindVertexArrayObject( currentState.object );
}
// for backward-compatibility
function resetDefaultState() {
defaultState.geometry = null;
defaultState.program = null;
defaultState.wireframe = false;
}
return {
setup: setup,
reset: reset,
resetDefaultState: resetDefaultState,
dispose: dispose,
releaseStatesOfGeometry: releaseStatesOfGeometry,
releaseStatesOfProgram: releaseStatesOfProgram,
initAttributes: initAttributes,
enableAttribute: enableAttribute,
disableUnusedAttributes: disableUnusedAttributes
};
}
function WebGLBufferRenderer( gl, extensions, info ) {
let mode;
function setMode( value ) {
mode = value;
}
function render( start, count ) {
gl.drawArrays( mode, start, count );
info.update( count, mode, 1 );
}
function renderInstances( start, count, primcount ) {
if ( primcount === 0 ) return;
gl.drawArraysInstanced( mode, start, count, primcount );
info.update( count, mode, primcount );
}
function renderMultiDraw( starts, counts, drawCount ) {
if ( drawCount === 0 ) return;
const extension = extensions.get( 'WEBGL_multi_draw' );
extension.multiDrawArraysWEBGL( mode, starts, 0, counts, 0, drawCount );
let elementCount = 0;
for ( let i = 0; i < drawCount; i ++ ) {
elementCount += counts[ i ];
}
info.update( elementCount, mode, 1 );
}
function renderMultiDrawInstances( starts, counts, drawCount, primcount ) {
if ( drawCount === 0 ) return;
const extension = extensions.get( 'WEBGL_multi_draw' );
if ( extension === null ) {
for ( let i = 0; i < starts.length; i ++ ) {
renderInstances( starts[ i ], counts[ i ], primcount[ i ] );
}
} else {
extension.multiDrawArraysInstancedWEBGL( mode, starts, 0, counts, 0, primcount, 0, drawCount );
let elementCount = 0;
for ( let i = 0; i < drawCount; i ++ ) {
elementCount += counts[ i ] * primcount[ i ];
}
info.update( elementCount, mode, 1 );
}
}
//
this.setMode = setMode;
this.render = render;
this.renderInstances = renderInstances;
this.renderMultiDraw = renderMultiDraw;
this.renderMultiDrawInstances = renderMultiDrawInstances;
}
function WebGLCapabilities( gl, extensions, parameters, utils ) {
let maxAnisotropy;
function getMaxAnisotropy() {
if ( maxAnisotropy !== undefined ) return maxAnisotropy;
if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
} else {
maxAnisotropy = 0;
}
return maxAnisotropy;
}
function textureFormatReadable( textureFormat ) {
if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {
return false;
}
return true;
}
function textureTypeReadable( textureType ) {
const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) );
if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== gl.getParameter( gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
textureType !== FloatType && ! halfFloatSupportedByExt ) {
return false;
}
return true;
}
function getMaxPrecision( precision ) {
if ( precision === 'highp' ) {
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {
return 'highp';
}
precision = 'mediump';
}
if ( precision === 'mediump' ) {
if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {
return 'mediump';
}
}
return 'lowp';
}
let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
const maxPrecision = getMaxPrecision( precision );
if ( maxPrecision !== precision ) {
console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
precision = maxPrecision;
}
const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
const reverseDepthBuffer = parameters.reverseDepthBuffer === true && extensions.has( 'EXT_clip_control' );
const maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
const maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
const maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
const maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );
const maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
const maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
const maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
const maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );
const vertexTextures = maxVertexTextures > 0;
const maxSamples = gl.getParameter( gl.MAX_SAMPLES );
return {
isWebGL2: true, // keeping this for backwards compatibility
getMaxAnisotropy: getMaxAnisotropy,
getMaxPrecision: getMaxPrecision,
textureFormatReadable: textureFormatReadable,
textureTypeReadable: textureTypeReadable,
precision: precision,
logarithmicDepthBuffer: logarithmicDepthBuffer,
reverseDepthBuffer: reverseDepthBuffer,
maxTextures: maxTextures,
maxVertexTextures: maxVertexTextures,
maxTextureSize: maxTextureSize,
maxCubemapSize: maxCubemapSize,
maxAttributes: maxAttributes,
maxVertexUniforms: maxVertexUniforms,
maxVaryings: maxVaryings,
maxFragmentUniforms: maxFragmentUniforms,
vertexTextures: vertexTextures,
maxSamples: maxSamples
};
}
function WebGLClipping( properties ) {
const scope = this;
let globalState = null,
numGlobalPlanes = 0,
localClippingEnabled = false,
renderingShadows = false;
const plane = new Plane(),
viewNormalMatrix = new Matrix3(),
uniform = { value: null, needsUpdate: false };
this.uniform = uniform;
this.numPlanes = 0;
this.numIntersection = 0;
this.init = function ( planes, enableLocalClipping ) {
const enabled =
planes.length !== 0 ||
enableLocalClipping ||
// enable state of previous frame - the clipping code has to
// run another frame in order to reset the state:
numGlobalPlanes !== 0 ||
localClippingEnabled;
localClippingEnabled = enableLocalClipping;
numGlobalPlanes = planes.length;
return enabled;
};
this.beginShadows = function () {
renderingShadows = true;
projectPlanes( null );
};
this.endShadows = function () {
renderingShadows = false;
};
this.setGlobalState = function ( planes, camera ) {
globalState = projectPlanes( planes, camera, 0 );
};
this.setState = function ( material, camera, useCache ) {
const planes = material.clippingPlanes,
clipIntersection = material.clipIntersection,
clipShadows = material.clipShadows;
const materialProperties = properties.get( material );
if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
// there's no local clipping
if ( renderingShadows ) {
// there's no global clipping
projectPlanes( null );
} else {
resetGlobalState();
}
} else {
const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
lGlobal = nGlobal * 4;
let dstArray = materialProperties.clippingState || null;
uniform.value = dstArray; // ensure unique state
dstArray = projectPlanes( planes, camera, lGlobal, useCache );
for ( let i = 0; i !== lGlobal; ++ i ) {
dstArray[ i ] = globalState[ i ];
}
materialProperties.clippingState = dstArray;
this.numIntersection = clipIntersection ? this.numPlanes : 0;
this.numPlanes += nGlobal;
}
};
function resetGlobalState() {
if ( uniform.value !== globalState ) {
uniform.value = globalState;
uniform.needsUpdate = numGlobalPlanes > 0;
}
scope.numPlanes = numGlobalPlanes;
scope.numIntersection = 0;
}
function projectPlanes( planes, camera, dstOffset, skipTransform ) {
const nPlanes = planes !== null ? planes.length : 0;
let dstArray = null;
if ( nPlanes !== 0 ) {
dstArray = uniform.value;
if ( skipTransform !== true || dstArray === null ) {
const flatSize = dstOffset + nPlanes * 4,
viewMatrix = camera.matrixWorldInverse;
viewNormalMatrix.getNormalMatrix( viewMatrix );
if ( dstArray === null || dstArray.length < flatSize ) {
dstArray = new Float32Array( flatSize );
}
for ( let i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
plane.normal.toArray( dstArray, i4 );
dstArray[ i4 + 3 ] = plane.constant;
}
}
uniform.value = dstArray;
uniform.needsUpdate = true;
}
scope.numPlanes = nPlanes;
scope.numIntersection = 0;
return dstArray;
}
}
function WebGLCubeMaps( renderer ) {
let cubemaps = new WeakMap();
function mapTextureMapping( texture, mapping ) {
if ( mapping === EquirectangularReflectionMapping ) {
texture.mapping = CubeReflectionMapping;
} else if ( mapping === EquirectangularRefractionMapping ) {
texture.mapping = CubeRefractionMapping;
}
return texture;
}
function get( texture ) {
if ( texture && texture.isTexture ) {
const mapping = texture.mapping;
if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {
if ( cubemaps.has( texture ) ) {
const cubemap = cubemaps.get( texture ).texture;
return mapTextureMapping( cubemap, texture.mapping );
} else {
const image = texture.image;
if ( image && image.height > 0 ) {
const renderTarget = new WebGLCubeRenderTarget( image.height );
renderTarget.fromEquirectangularTexture( renderer, texture );
cubemaps.set( texture, renderTarget );
texture.addEventListener( 'dispose', onTextureDispose );
return mapTextureMapping( renderTarget.texture, texture.mapping );
} else {
// image not yet ready. try the conversion next frame
return null;
}
}
}
}
return texture;
}
function onTextureDispose( event ) {
const texture = event.target;
texture.removeEventListener( 'dispose', onTextureDispose );
const cubemap = cubemaps.get( texture );
if ( cubemap !== undefined ) {
cubemaps.delete( texture );
cubemap.dispose();
}
}
function dispose() {
cubemaps = new WeakMap();
}
return {
get: get,
dispose: dispose
};
}
const LOD_MIN = 4;
// The standard deviations (radians) associated with the extra mips. These are
// chosen to approximate a Trowbridge-Reitz distribution function times the
// geometric shadowing function. These sigma values squared must match the
// variance #defines in cube_uv_reflection_fragment.glsl.js.
const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];
// The maximum length of the blur for loop. Smaller sigmas will use fewer
// samples and exit early, but not recompile the shader.
const MAX_SAMPLES = 20;
const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
const _clearColor = /*@__PURE__*/ new Color();
let _oldTarget = null;
let _oldActiveCubeFace = 0;
let _oldActiveMipmapLevel = 0;
let _oldXrEnabled = false;
// Golden Ratio
const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
const INV_PHI = 1 / PHI;
// Vertices of a dodecahedron (except the opposites, which represent the
// same axis), used as axis directions evenly spread on a sphere.
const _axisDirections = [
/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ),
/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
/*@__PURE__*/ new Vector3( -1, 1, -1 ),
/*@__PURE__*/ new Vector3( 1, 1, -1 ),
/*@__PURE__*/ new Vector3( -1, 1, 1 ),
/*@__PURE__*/ new Vector3( 1, 1, 1 ) ];
/**
* This class generates a Prefiltered, Mipmapped Radiance Environment Map
* (PMREM) from a cubeMap environment texture. This allows different levels of
* blur to be quickly accessed based on material roughness. It is packed into a
* special CubeUV format that allows us to perform custom interpolation so that
* we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
* chain, it only goes down to the LOD_MIN level (above), and then creates extra
* even more filtered 'mips' at the same LOD_MIN resolution, associated with
* higher roughness levels. In this way we maintain resolution to smoothly
* interpolate diffuse lighting while limiting sampling computation.
*
* Paper: Fast, Accurate Image-Based Lighting
* https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
*/
class PMREMGenerator {
constructor( renderer ) {
this._renderer = renderer;
this._pingPongRenderTarget = null;
this._lodMax = 0;
this._cubeSize = 0;
this._lodPlanes = [];
this._sizeLods = [];
this._sigmas = [];
this._blurMaterial = null;
this._cubemapMaterial = null;
this._equirectMaterial = null;
this._compileMaterial( this._blurMaterial );
}
/**
* Generates a PMREM from a supplied Scene, which can be faster than using an
* image if networking bandwidth is low. Optional sigma specifies a blur radius
* in radians to be applied to the scene before PMREM generation. Optional near
* and far planes ensure the scene is rendered in its entirety (the cubeCamera
* is placed at the origin).
*
* @param {Scene} scene
* @param {number} sigma
* @param {number} near
* @param {number} far
* @return {WebGLRenderTarget}
*/
fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {
_oldTarget = this._renderer.getRenderTarget();
_oldActiveCubeFace = this._renderer.getActiveCubeFace();
_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
_oldXrEnabled = this._renderer.xr.enabled;
this._renderer.xr.enabled = false;
this._setSize( 256 );
const cubeUVRenderTarget = this._allocateTargets();
cubeUVRenderTarget.depthBuffer = true;
this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );
if ( sigma > 0 ) {
this._blur( cubeUVRenderTarget, 0, 0, sigma );
}
this._applyPMREM( cubeUVRenderTarget );
this._cleanup( cubeUVRenderTarget );
return cubeUVRenderTarget;
}
/**
* Generates a PMREM from an equirectangular texture, which can be either LDR
* or HDR. The ideal input image size is 1k (1024 x 512),
* as this matches best with the 256 x 256 cubemap output.
* The smallest supported equirectangular image size is 64 x 32.
*
* @param {Texture} equirectangular
* @param {WebGLRenderTarget} [renderTarget=null] - Optional render target.
* @return {WebGLRenderTarget}
*/
fromEquirectangular( equirectangular, renderTarget = null ) {
return this._fromTexture( equirectangular, renderTarget );
}
/**
* Generates a PMREM from an cubemap texture, which can be either LDR
* or HDR. The ideal input cube size is 256 x 256,
* as this matches best with the 256 x 256 cubemap output.
* The smallest supported cube size is 16 x 16.
*
* @param {Texture} cubemap
* @param {null} [renderTarget=null] - Optional render target.
* @return {WebGLRenderTarget}
*/
fromCubemap( cubemap, renderTarget = null ) {
return this._fromTexture( cubemap, renderTarget );
}
/**
* Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
* your texture's network fetch for increased concurrency.
*/
compileCubemapShader() {
if ( this._cubemapMaterial === null ) {
this._cubemapMaterial = _getCubemapMaterial();
this._compileMaterial( this._cubemapMaterial );
}
}
/**
* Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
* your texture's network fetch for increased concurrency.
*/
compileEquirectangularShader() {
if ( this._equirectMaterial === null ) {
this._equirectMaterial = _getEquirectMaterial();
this._compileMaterial( this._equirectMaterial );
}
}
/**
* Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
* so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
* one of them will cause any others to also become unusable.
*/
dispose() {
this._dispose();
if ( this._cubemapMaterial !== null ) this._cubemapMaterial.dispose();
if ( this._equirectMaterial !== null ) this._equirectMaterial.dispose();
}
// private interface
_setSize( cubeSize ) {
this._lodMax = Math.floor( Math.log2( cubeSize ) );
this._cubeSize = Math.pow( 2, this._lodMax );
}
_dispose() {
if ( this._blurMaterial !== null ) this._blurMaterial.dispose();
if ( this._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();
for ( let i = 0; i < this._lodPlanes.length; i ++ ) {
this._lodPlanes[ i ].dispose();
}
}
_cleanup( outputTarget ) {
this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
this._renderer.xr.enabled = _oldXrEnabled;
outputTarget.scissorTest = false;
_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );
}
_fromTexture( texture, renderTarget ) {
if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {
this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );
} else { // Equirectangular
this._setSize( texture.image.width / 4 );
}
_oldTarget = this._renderer.getRenderTarget();
_oldActiveCubeFace = this._renderer.getActiveCubeFace();
_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
_oldXrEnabled = this._renderer.xr.enabled;
this._renderer.xr.enabled = false;
const cubeUVRenderTarget = renderTarget || this._allocateTargets();
this._textureToCubeUV( texture, cubeUVRenderTarget );
this._applyPMREM( cubeUVRenderTarget );
this._cleanup( cubeUVRenderTarget );
return cubeUVRenderTarget;
}
_allocateTargets() {
const width = 3 * Math.max( this._cubeSize, 16 * 7 );
const height = 4 * this._cubeSize;
const params = {
magFilter: LinearFilter,
minFilter: LinearFilter,
generateMipmaps: false,
type: HalfFloatType,
format: RGBAFormat,
colorSpace: LinearSRGBColorSpace,
depthBuffer: false
};
const cubeUVRenderTarget = _createRenderTarget( width, height, params );
if ( this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height ) {
if ( this._pingPongRenderTarget !== null ) {
this._dispose();
}
this._pingPongRenderTarget = _createRenderTarget( width, height, params );
const { _lodMax } = this;
( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );
this._blurMaterial = _getBlurShader( _lodMax, width, height );
}
return cubeUVRenderTarget;
}
_compileMaterial( material ) {
const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
this._renderer.compile( tmpMesh, _flatCamera );
}
_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {
const fov = 90;
const aspect = 1;
const cubeCamera = new PerspectiveCamera( fov, aspect, near, far );
const upSign = [ 1, -1, 1, 1, 1, 1 ];
const forwardSign = [ 1, 1, 1, -1, -1, -1 ];
const renderer = this._renderer;
const originalAutoClear = renderer.autoClear;
const toneMapping = renderer.toneMapping;
renderer.getClearColor( _clearColor );
renderer.toneMapping = NoToneMapping;
renderer.autoClear = false;
const backgroundMaterial = new MeshBasicMaterial( {
name: 'PMREM.Background',
side: BackSide,
depthWrite: false,
depthTest: false,
} );
const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );
let useSolidColor = false;
const background = scene.background;
if ( background ) {
if ( background.isColor ) {
backgroundMaterial.color.copy( background );
scene.background = null;
useSolidColor = true;
}
} else {
backgroundMaterial.color.copy( _clearColor );
useSolidColor = true;
}
for ( let i = 0; i < 6; i ++ ) {
const col = i % 3;
if ( col === 0 ) {
cubeCamera.up.set( 0, upSign[ i ], 0 );
cubeCamera.lookAt( forwardSign[ i ], 0, 0 );
} else if ( col === 1 ) {
cubeCamera.up.set( 0, 0, upSign[ i ] );
cubeCamera.lookAt( 0, forwardSign[ i ], 0 );
} else {
cubeCamera.up.set( 0, upSign[ i ], 0 );
cubeCamera.lookAt( 0, 0, forwardSign[ i ] );
}
const size = this._cubeSize;
_setViewport( cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size );
renderer.setRenderTarget( cubeUVRenderTarget );
if ( useSolidColor ) {
renderer.render( backgroundBox, cubeCamera );
}
renderer.render( scene, cubeCamera );
}
backgroundBox.geometry.dispose();
backgroundBox.material.dispose();
renderer.toneMapping = toneMapping;
renderer.autoClear = originalAutoClear;
scene.background = background;
}
_textureToCubeUV( texture, cubeUVRenderTarget ) {
const renderer = this._renderer;
const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );
if ( isCubeTexture ) {
if ( this._cubemapMaterial === null ) {
this._cubemapMaterial = _getCubemapMaterial();
}
this._cubemapMaterial.uniforms.flipEnvMap.value = ( texture.isRenderTargetTexture === false ) ? -1 : 1;
} else {
if ( this._equirectMaterial === null ) {
this._equirectMaterial = _getEquirectMaterial();
}
}
const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
const mesh = new Mesh( this._lodPlanes[ 0 ], material );
const uniforms = material.uniforms;
uniforms[ 'envMap' ].value = texture;
const size = this._cubeSize;
_setViewport( cubeUVRenderTarget, 0, 0, 3 * size, 2 * size );
renderer.setRenderTarget( cubeUVRenderTarget );
renderer.render( mesh, _flatCamera );
}
_applyPMREM( cubeUVRenderTarget ) {
const renderer = this._renderer;
const autoClear = renderer.autoClear;
renderer.autoClear = false;
const n = this._lodPlanes.length;
for ( let i = 1; i < n; i ++ ) {
const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );
const poleAxis = _axisDirections[ ( n - i - 1 ) % _axisDirections.length ];
this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );
}
renderer.autoClear = autoClear;
}
/**
* This is a two-pass Gaussian blur for a cubemap. Normally this is done
* vertically and horizontally, but this breaks down on a cube. Here we apply
* the blur latitudinally (around the poles), and then longitudinally (towards
* the poles) to approximate the orthogonally-separable blur. It is least
* accurate at the poles, but still does a decent job.
*
* @param {WebGLRenderTarget} cubeUVRenderTarget
* @param {number} lodIn
* @param {number} lodOut
* @param {number} sigma
* @param {Vector3} [poleAxis]
*/
_blur( cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis ) {
const pingPongRenderTarget = this._pingPongRenderTarget;
this._halfBlur(
cubeUVRenderTarget,
pingPongRenderTarget,
lodIn,
lodOut,
sigma,
'latitudinal',
poleAxis );
this._halfBlur(
pingPongRenderTarget,
cubeUVRenderTarget,
lodOut,
lodOut,
sigma,
'longitudinal',
poleAxis );
}
_halfBlur( targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis ) {
const renderer = this._renderer;
const blurMaterial = this._blurMaterial;
if ( direction !== 'latitudinal' && direction !== 'longitudinal' ) {
console.error(
'blur direction must be either latitudinal or longitudinal!' );
}
// Number of standard deviations at which to cut off the discrete approximation.
const STANDARD_DEVIATIONS = 3;
const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );
const blurUniforms = blurMaterial.uniforms;
const pixels = this._sizeLods[ lodIn ] - 1;
const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
const sigmaPixels = sigmaRadians / radiansPerPixel;
const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;
if ( samples > MAX_SAMPLES ) {
console.warn( `sigmaRadians, ${
sigmaRadians}, is too large and will clip, as it requested ${
samples} samples when the maximum is set to ${MAX_SAMPLES}` );
}
const weights = [];
let sum = 0;
for ( let i = 0; i < MAX_SAMPLES; ++ i ) {
const x = i / sigmaPixels;
const weight = Math.exp( - x * x / 2 );
weights.push( weight );
if ( i === 0 ) {
sum += weight;
} else if ( i < samples ) {
sum += 2 * weight;
}
}
for ( let i = 0; i < weights.length; i ++ ) {
weights[ i ] = weights[ i ] / sum;
}
blurUniforms[ 'envMap' ].value = targetIn.texture;
blurUniforms[ 'samples' ].value = samples;
blurUniforms[ 'weights' ].value = weights;
blurUniforms[ 'latitudinal' ].value = direction === 'latitudinal';
if ( poleAxis ) {
blurUniforms[ 'poleAxis' ].value = poleAxis;
}
const { _lodMax } = this;
blurUniforms[ 'dTheta' ].value = radiansPerPixel;
blurUniforms[ 'mipInt' ].value = _lodMax - lodIn;
const outputSize = this._sizeLods[ lodOut ];
const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
const y = 4 * ( this._cubeSize - outputSize );
_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
renderer.setRenderTarget( targetOut );
renderer.render( blurMesh, _flatCamera );
}
}
function _createPlanes( lodMax ) {
const lodPlanes = [];
const sizeLods = [];
const sigmas = [];
let lod = lodMax;
const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
for ( let i = 0; i < totalLods; i ++ ) {
const sizeLod = Math.pow( 2, lod );
sizeLods.push( sizeLod );
let sigma = 1.0 / sizeLod;
if ( i > lodMax - LOD_MIN ) {
sigma = EXTRA_LOD_SIGMA[ i - lodMax + LOD_MIN - 1 ];
} else if ( i === 0 ) {
sigma = 0;
}
sigmas.push( sigma );
const texelSize = 1.0 / ( sizeLod - 2 );
const min = - texelSize;
const max = 1 + texelSize;
const uv1 = [ min, min, max, min, max, max, min, min, max, max, min, max ];
const cubeFaces = 6;
const vertices = 6;
const positionSize = 3;
const uvSize = 2;
const faceIndexSize = 1;
const position = new Float32Array( positionSize * vertices * cubeFaces );
const uv = new Float32Array( uvSize * vertices * cubeFaces );
const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );
for ( let face = 0; face < cubeFaces; face ++ ) {
const x = ( face % 3 ) * 2 / 3 - 1;
const y = face > 2 ? 0 : -1;
const coordinates = [
x, y, 0,
x + 2 / 3, y, 0,
x + 2 / 3, y + 1, 0,
x, y, 0,
x + 2 / 3, y + 1, 0,
x, y + 1, 0
];
position.set( coordinates, positionSize * vertices * face );
uv.set( uv1, uvSize * vertices * face );
const fill = [ face, face, face, face, face, face ];
faceIndex.set( fill, faceIndexSize * vertices * face );
}
const planes = new BufferGeometry();
planes.setAttribute( 'position', new BufferAttribute( position, positionSize ) );
planes.setAttribute( 'uv', new BufferAttribute( uv, uvSize ) );
planes.setAttribute( 'faceIndex', new BufferAttribute( faceIndex, faceIndexSize ) );
lodPlanes.push( planes );
if ( lod > LOD_MIN ) {
lod --;
}
}
return { lodPlanes, sizeLods, sigmas };
}
function _createRenderTarget( width, height, params ) {
const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );
cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
cubeUVRenderTarget.texture.name = 'PMREM.cubeUv';
cubeUVRenderTarget.scissorTest = true;
return cubeUVRenderTarget;
}
function _setViewport( target, x, y, width, height ) {
target.viewport.set( x, y, width, height );
target.scissor.set( x, y, width, height );
}
function _getBlurShader( lodMax, width, height ) {
const weights = new Float32Array( MAX_SAMPLES );
const poleAxis = new Vector3( 0, 1, 0 );
const shaderMaterial = new ShaderMaterial( {
name: 'SphericalGaussianBlur',
defines: {
'n': MAX_SAMPLES,
'CUBEUV_TEXEL_WIDTH': 1.0 / width,
'CUBEUV_TEXEL_HEIGHT': 1.0 / height,
'CUBEUV_MAX_MIP': `${lodMax}.0`,
},
uniforms: {
'envMap': { value: null },
'samples': { value: 1 },
'weights': { value: weights },
'latitudinal': { value: false },
'dTheta': { value: 0 },
'mipInt': { value: 0 },
'poleAxis': { value: poleAxis }
},
vertexShader: _getCommonVertexShader(),
fragmentShader: /* glsl */`
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
uniform int samples;
uniform float weights[ n ];
uniform bool latitudinal;
uniform float dTheta;
uniform float mipInt;
uniform vec3 poleAxis;
#define ENVMAP_TYPE_CUBE_UV
#include <cube_uv_reflection_fragment>
vec3 getSample( float theta, vec3 axis ) {
float cosTheta = cos( theta );
// Rodrigues' axis-angle rotation
vec3 sampleDirection = vOutputDirection * cosTheta
+ cross( axis, vOutputDirection ) * sin( theta )
+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );
return bilinearCubeUV( envMap, sampleDirection, mipInt );
}
void main() {
vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );
if ( all( equal( axis, vec3( 0.0 ) ) ) ) {
axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );
}
axis = normalize( axis );
gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );
for ( int i = 1; i < n; i++ ) {
if ( i >= samples ) {
break;
}
float theta = dTheta * float( i );
gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );
}
}
`,
blending: NoBlending,
depthTest: false,
depthWrite: false
} );
return shaderMaterial;
}
function _getEquirectMaterial() {
return new ShaderMaterial( {
name: 'EquirectangularToCubeUV',
uniforms: {
'envMap': { value: null }
},
vertexShader: _getCommonVertexShader(),
fragmentShader: /* glsl */`
precision mediump float;
precision mediump int;
varying vec3 vOutputDirection;
uniform sampler2D envMap;
#include <common>
void main() {
vec3 outputDirection = normalize( vOutputDirection );
vec2 uv = equirectUv( outputDirection );
gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );
}
`,
blending: NoBlending,
depthTest: false,
depthWrite: false
} );
}
function _getCubemapMaterial() {
return new ShaderMaterial( {
name: 'CubemapToCubeUV',
uniforms: {
'envMap': { value: null },
'flipEnvMap': { value: -1 }
},
vertexShader: _getCommonVertexShader(),
fragmentShader: /* glsl */`
precision mediump float;
precision mediump int;
uniform float flipEnvMap;
varying vec3 vOutputDirection;
uniform samplerCube envMap;
void main() {
gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );
}
`,
blending: NoBlending,
depthTest: false,
depthWrite: false
} );
}
function _getCommonVertexShader() {
return /* glsl */`
precision mediump float;
precision mediump int;
attribute float faceIndex;
varying vec3 vOutputDirection;
// RH coordinate system; PMREM face-indexing convention
vec3 getDirection( vec2 uv, float face ) {
uv = 2.0 * uv - 1.0;
vec3 direction = vec3( uv, 1.0 );
if ( face == 0.0 ) {
direction = direction.zyx; // ( 1, v, u ) pos x
} else if ( face == 1.0 ) {
direction = direction.xzy;
direction.xz *= -1.0; // ( -u, 1, -v ) pos y
} else if ( face == 2.0 ) {
direction.x *= -1.0; // ( -u, v, 1 ) pos z
} else if ( face == 3.0 ) {
direction = direction.zyx;
direction.xz *= -1.0; // ( -1, v, -u ) neg x
} else if ( face == 4.0 ) {
direction = direction.xzy;
direction.xy *= -1.0; // ( -u, -1, v ) neg y
} else if ( face == 5.0 ) {
direction.z *= -1.0; // ( u, v, -1 ) neg z
}
return direction;
}
void main() {
vOutputDirection = getDirection( uv, faceIndex );
gl_Position = vec4( position, 1.0 );
}
`;
}
function WebGLCubeUVMaps( renderer ) {
let cubeUVmaps = new WeakMap();
let pmremGenerator = null;
function get( texture ) {
if ( texture && texture.isTexture ) {
const mapping = texture.mapping;
const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );
const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );
// equirect/cube map to cubeUV conversion
if ( isEquirectMap || isCubeMap ) {
let renderTarget = cubeUVmaps.get( texture );
const currentPMREMVersion = renderTarget !== undefined ? renderTarget.texture.pmremVersion : 0;
if ( texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion ) {
if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );
renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );
renderTarget.texture.pmremVersion = texture.pmremVersion;
cubeUVmaps.set( texture, renderTarget );
return renderTarget.texture;
} else {
if ( renderTarget !== undefined ) {
return renderTarget.texture;
} else {
const image = texture.image;
if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {
if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );
renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );
renderTarget.texture.pmremVersion = texture.pmremVersion;
cubeUVmaps.set( texture, renderTarget );
texture.addEventListener( 'dispose', onTextureDispose );
return renderTarget.texture;
} else {
// image not yet ready. try the conversion next frame
return null;
}
}
}
}
}
return texture;
}
function isCubeTextureComplete( image ) {
let count = 0;
const length = 6;
for ( let i = 0; i < length; i ++ ) {
if ( image[ i ] !== undefined ) count ++;
}
return count === length;
}
function onTextureDispose( event ) {
const texture = event.target;
texture.removeEventListener( 'dispose', onTextureDispose );
const cubemapUV = cubeUVmaps.get( texture );
if ( cubemapUV !== undefined ) {
cubeUVmaps.delete( texture );
cubemapUV.dispose();
}
}
function dispose() {
cubeUVmaps = new WeakMap();
if ( pmremGenerator !== null ) {
pmremGenerator.dispose();
pmremGenerator = null;
}
}
return {
get: get,
dispose: dispose
};
}
function WebGLExtensions( gl ) {
const extensions = {};
function getExtension( name ) {
if ( extensions[ name ] !== undefined ) {
return extensions[ name ];
}
let extension;
switch ( name ) {
case 'WEBGL_depth_texture':
extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
break;
case 'EXT_texture_filter_anisotropic':
extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
break;
case 'WEBGL_compressed_texture_s3tc':
extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
break;
case 'WEBGL_compressed_texture_pvrtc':
extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
break;
default:
extension = gl.getExtension( name );
}
extensions[ name ] = extension;
return extension;
}
return {
has: function ( name ) {
return getExtension( name ) !== null;
},
init: function () {
getExtension( 'EXT_color_buffer_float' );
getExtension( 'WEBGL_clip_cull_distance' );
getExtension( 'OES_texture_float_linear' );
getExtension( 'EXT_color_buffer_half_float' );
getExtension( 'WEBGL_multisampled_render_to_texture' );
getExtension( 'WEBGL_render_shared_exponent' );
},
get: function ( name ) {
const extension = getExtension( name );
if ( extension === null ) {
warnOnce( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
}
return extension;
}
};
}
function WebGLGeometries( gl, attributes, info, bindingStates ) {
const geometries = {};
const wireframeAttributes = new WeakMap();
function onGeometryDispose( event ) {
const geometry = event.target;
if ( geometry.index !== null ) {
attributes.remove( geometry.index );
}
for ( const name in geometry.attributes ) {
attributes.remove( geometry.attributes[ name ] );
}
geometry.removeEventListener( 'dispose', onGeometryDispose );
delete geometries[ geometry.id ];
const attribute = wireframeAttributes.get( geometry );
if ( attribute ) {
attributes.remove( attribute );
wireframeAttributes.delete( geometry );
}
bindingStates.releaseStatesOfGeometry( geometry );
if ( geometry.isInstancedBufferGeometry === true ) {
delete geometry._maxInstanceCount;
}
//
info.memory.geometries --;
}
function get( object, geometry ) {
if ( geometries[ geometry.id ] === true ) return geometry;
geometry.addEventListener( 'dispose', onGeometryDispose );
geometries[ geometry.id ] = true;
info.memory.geometries ++;
return geometry;
}
function update( geometry ) {
const geometryAttributes = geometry.attributes;
// Updating index buffer in VAO now. See WebGLBindingStates.
for ( const name in geometryAttributes ) {
attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );
}
}
function updateWireframeAttribute( geometry ) {
const indices = [];
const geometryIndex = geometry.index;
const geometryPosition = geometry.attributes.position;
let version = 0;
if ( geometryIndex !== null ) {
const array = geometryIndex.array;
version = geometryIndex.version;
for ( let i = 0, l = array.length; i < l; i += 3 ) {
const a = array[ i + 0 ];
const b = array[ i + 1 ];
const c = array[ i + 2 ];
indices.push( a, b, b, c, c, a );
}
} else if ( geometryPosition !== undefined ) {
const array = geometryPosition.array;
version = geometryPosition.version;
for ( let i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {
const a = i + 0;
const b = i + 1;
const c = i + 2;
indices.push( a, b, b, c, c, a );
}
} else {
return;
}
const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
attribute.version = version;
// Updating index buffer in VAO now. See WebGLBindingStates
//
const previousAttribute = wireframeAttributes.get( geometry );
if ( previousAttribute ) attributes.remove( previousAttribute );
//
wireframeAttributes.set( geometry, attribute );
}
function getWireframeAttribute( geometry ) {
const currentAttribute = wireframeAttributes.get( geometry );
if ( currentAttribute ) {
const geometryIndex = geometry.index;
if ( geometryIndex !== null ) {
// if the attribute is obsolete, create a new one
if ( currentAttribute.version < geometryIndex.version ) {
updateWireframeAttribute( geometry );
}
}
} else {
updateWireframeAttribute( geometry );
}
return wireframeAttributes.get( geometry );
}
return {
get: get,
update: update,
getWireframeAttribute: getWireframeAttribute
};
}
function WebGLIndexedBufferRenderer( gl, extensions, info ) {
let mode;
function setMode( value ) {
mode = value;
}
let type, bytesPerElement;
function setIndex( value ) {
type = value.type;
bytesPerElement = value.bytesPerElement;
}
function render( start, count ) {
gl.drawElements( mode, count, type, start * bytesPerElement );
info.update( count, mode, 1 );
}
function renderInstances( start, count, primcount ) {
if ( primcount === 0 ) return;
gl.drawElementsInstanced( mode, count, type, start * bytesPerElement, primcount );
info.update( count, mode, primcount );
}
function renderMultiDraw( starts, counts, drawCount ) {
if ( drawCount === 0 ) return;
const extension = extensions.get( 'WEBGL_multi_draw' );
extension.multiDrawElementsWEBGL( mode, counts, 0, type, starts, 0, drawCount );
let elementCount = 0;
for ( let i = 0; i < drawCount; i ++ ) {
elementCount += counts[ i ];
}
info.update( elementCount, mode, 1 );
}
function renderMultiDrawInstances( starts, counts, drawCount, primcount ) {
if ( drawCount === 0 ) return;
const extension = extensions.get( 'WEBGL_multi_draw' );
if ( extension === null ) {
for ( let i = 0; i < starts.length; i ++ ) {
renderInstances( starts[ i ] / bytesPerElement, counts[ i ], primcount[ i ] );
}
} else {
extension.multiDrawElementsInstancedWEBGL( mode, counts, 0, type, starts, 0, primcount, 0, drawCount );
let elementCount = 0;
for ( let i = 0; i < drawCount; i ++ ) {
elementCount += counts[ i ] * primcount[ i ];
}
info.update( elementCount, mode, 1 );
}
}
//
this.setMode = setMode;
this.setIndex = setIndex;
this.render = render;
this.renderInstances = renderInstances;
this.renderMultiDraw = renderMultiDraw;
this.renderMultiDrawInstances = renderMultiDrawInstances;
}
function WebGLInfo( gl ) {
const memory = {
geometries: 0,
textures: 0
};
const render = {
frame: 0,
calls: 0,
triangles: 0,
points: 0,
lines: 0
};
function update( count, mode, instanceCount ) {
render.calls ++;
switch ( mode ) {
case gl.TRIANGLES:
render.triangles += instanceCount * ( count / 3 );
break;
case gl.LINES:
render.lines += instanceCount * ( count / 2 );
break;
case gl.LINE_STRIP:
render.lines += instanceCount * ( count - 1 );
break;
case gl.LINE_LOOP:
render.lines += instanceCount * count;
break;
case gl.POINTS:
render.points += instanceCount * count;
break;
default:
console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
break;
}
}
function reset() {
render.calls = 0;
render.triangles = 0;
render.points = 0;
render.lines = 0;
}
return {
memory: memory,
render: render,
programs: null,
autoReset: true,
reset: reset,
update: update
};
}
function WebGLMorphtargets( gl, capabilities, textures ) {
const morphTextures = new WeakMap();
const morph = new Vector4();
function update( object, geometry, program ) {
const objectInfluences = object.morphTargetInfluences;
// the following encodes morph targets into an array of data textures. Each layer represents a single morph target.
const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
let entry = morphTextures.get( geometry );
if ( entry === undefined || entry.count !== morphTargetsCount ) {
if ( entry !== undefined ) entry.texture.dispose();
const hasMorphPosition = geometry.morphAttributes.position !== undefined;
const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
const hasMorphColors = geometry.morphAttributes.color !== undefined;
const morphTargets = geometry.morphAttributes.position || [];
const morphNormals = geometry.morphAttributes.normal || [];
const morphColors = geometry.morphAttributes.color || [];
let vertexDataCount = 0;
if ( hasMorphPosition === true ) vertexDataCount = 1;
if ( hasMorphNormals === true ) vertexDataCount = 2;
if ( hasMorphColors === true ) vertexDataCount = 3;
let width = geometry.attributes.position.count * vertexDataCount;
let height = 1;
if ( width > capabilities.maxTextureSize ) {
height = Math.ceil( width / capabilities.maxTextureSize );
width = capabilities.maxTextureSize;
}
const buffer = new Float32Array( width * height * 4 * morphTargetsCount );
const texture = new DataArrayTexture( buffer, width, height, morphTargetsCount );
texture.type = FloatType;
texture.needsUpdate = true;
// fill buffer
const vertexDataStride = vertexDataCount * 4;
for ( let i = 0; i < morphTargetsCount; i ++ ) {
const morphTarget = morphTargets[ i ];
const morphNormal = morphNormals[ i ];
const morphColor = morphColors[ i ];
const offset = width * height * 4 * i;
for ( let j = 0; j < morphTarget.count; j ++ ) {
const stride = j * vertexDataStride;
if ( hasMorphPosition === true ) {
morph.fromBufferAttribute( morphTarget, j );
buffer[ offset + stride + 0 ] = morph.x;
buffer[ offset + stride + 1 ] = morph.y;
buffer[ offset + stride + 2 ] = morph.z;
buffer[ offset + stride + 3 ] = 0;
}
if ( hasMorphNormals === true ) {
morph.fromBufferAttribute( morphNormal, j );
buffer[ offset + stride + 4 ] = morph.x;
buffer[ offset + stride + 5 ] = morph.y;
buffer[ offset + stride + 6 ] = morph.z;
buffer[ offset + stride + 7 ] = 0;
}
if ( hasMorphColors === true ) {
morph.fromBufferAttribute( morphColor, j );
buffer[ offset + stride + 8 ] = morph.x;
buffer[ offset + stride + 9 ] = morph.y;
buffer[ offset + stride + 10 ] = morph.z;
buffer[ offset + stride + 11 ] = ( morphColor.itemSize === 4 ) ? morph.w : 1;
}
}
}
entry = {
count: morphTargetsCount,
texture: texture,
size: new Vector2( width, height )
};
morphTextures.set( geometry, entry );
function disposeTexture() {
texture.dispose();
morphTextures.delete( geometry );
geometry.removeEventListener( 'dispose', disposeTexture );
}
geometry.addEventListener( 'dispose', disposeTexture );
}
//
if ( object.isInstancedMesh === true && object.morphTexture !== null ) {
program.getUniforms().setValue( gl, 'morphTexture', object.morphTexture, textures );
} else {
let morphInfluencesSum = 0;
for ( let i = 0; i < objectInfluences.length; i ++ ) {
morphInfluencesSum += objectInfluences[ i ];
}
const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
program.getUniforms().setValue( gl, 'morphTargetInfluences', objectInfluences );
}
program.getUniforms().setValue( gl, 'morphTargetsTexture', entry.texture, textures );
program.getUniforms().setValue( gl, 'morphTargetsTextureSize', entry.size );
}
return {
update: update
};
}
function WebGLObjects( gl, geometries, attributes, info ) {
let updateMap = new WeakMap();
function update( object ) {
const frame = info.render.frame;
const geometry = object.geometry;
const buffergeometry = geometries.get( object, geometry );
// Update once per frame
if ( updateMap.get( buffergeometry ) !== frame ) {
geometries.update( buffergeometry );
updateMap.set( buffergeometry, frame );
}
if ( object.isInstancedMesh ) {
if ( object.hasEventListener( 'dispose', onInstancedMeshDispose ) === false ) {
object.addEventListener( 'dispose', onInstancedMeshDispose );
}
if ( updateMap.get( object ) !== frame ) {
attributes.update( object.instanceMatrix, gl.ARRAY_BUFFER );
if ( object.instanceColor !== null ) {
attributes.update( object.instanceColor, gl.ARRAY_BUFFER );
}
updateMap.set( object, frame );
}
}
if ( object.isSkinnedMesh ) {
const skeleton = object.skeleton;
if ( updateMap.get( skeleton ) !== frame ) {
skeleton.update();
updateMap.set( skeleton, frame );
}
}
return buffergeometry;
}
function dispose() {
updateMap = new WeakMap();
}
function onInstancedMeshDispose( event ) {
const instancedMesh = event.target;
instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );
attributes.remove( instancedMesh.instanceMatrix );
if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );
}
return {
update: update,
dispose: dispose
};
}
/**
* Uniforms of a program.
* Those form a tree structure with a special top-level container for the root,
* which you get by calling 'new WebGLUniforms( gl, program )'.
*
*
* Properties of inner nodes including the top-level container:
*
* .seq - array of nested uniforms
* .map - nested uniforms by name
*
*
* Methods of all nodes except the top-level container:
*
* .setValue( gl, value, [textures] )
*
* uploads a uniform value(s)
* the 'textures' parameter is needed for sampler uniforms
*
*
* Static methods of the top-level container (textures factorizations):
*
* .upload( gl, seq, values, textures )
*
* sets uniforms in 'seq' to 'values[id].value'
*
* .seqWithValue( seq, values ) : filteredSeq
*
* filters 'seq' entries with corresponding entry in values
*
*
* Methods of the top-level container (textures factorizations):
*
* .setValue( gl, name, value, textures )
*
* sets uniform with name 'name' to 'value'
*
* .setOptional( gl, obj, prop )
*
* like .set for an optional property of the object
*
*/
const emptyTexture = /*@__PURE__*/ new Texture();
const emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 );
const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();
const empty3dTexture = /*@__PURE__*/ new Data3DTexture();
const emptyCubeTexture = /*@__PURE__*/ new CubeTexture();
// --- Utilities ---
// Array Caches (provide typed arrays for temporary by size)
const arrayCacheF32 = [];
const arrayCacheI32 = [];
// Float32Array caches used for uploading Matrix uniforms
const mat4array = new Float32Array( 16 );
const mat3array = new Float32Array( 9 );
const mat2array = new Float32Array( 4 );
// Flattening for arrays of vectors and matrices
function flatten( array, nBlocks, blockSize ) {
const firstElem = array[ 0 ];
if ( firstElem <= 0 || firstElem > 0 ) return array;
// unoptimized: ! isNaN( firstElem )
// see http://jacksondunstan.com/articles/983
const n = nBlocks * blockSize;
let r = arrayCacheF32[ n ];
if ( r === undefined ) {
r = new Float32Array( n );
arrayCacheF32[ n ] = r;
}
if ( nBlocks !== 0 ) {
firstElem.toArray( r, 0 );
for ( let i = 1, offset = 0; i !== nBlocks; ++ i ) {
offset += blockSize;
array[ i ].toArray( r, offset );
}
}
return r;
}
function arraysEqual( a, b ) {
if ( a.length !== b.length ) return false;
for ( let i = 0, l = a.length; i < l; i ++ ) {
if ( a[ i ] !== b[ i ] ) return false;
}
return true;
}
function copyArray( a, b ) {
for ( let i = 0, l = b.length; i < l; i ++ ) {
a[ i ] = b[ i ];
}
}
// Texture unit allocation
function allocTexUnits( textures, n ) {
let r = arrayCacheI32[ n ];
if ( r === undefined ) {
r = new Int32Array( n );
arrayCacheI32[ n ] = r;
}
for ( let i = 0; i !== n; ++ i ) {
r[ i ] = textures.allocateTextureUnit();
}
return r;
}
// --- Setters ---
// Note: Defining these methods externally, because they come in a bunch
// and this way their names minify.
// Single scalar
function setValueV1f( gl, v ) {
const cache = this.cache;
if ( cache[ 0 ] === v ) return;
gl.uniform1f( this.addr, v );
cache[ 0 ] = v;
}
// Single float vector (from flat array or THREE.VectorN)
function setValueV2f( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
gl.uniform2f( this.addr, v.x, v.y );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform2fv( this.addr, v );
copyArray( cache, v );
}
}
function setValueV3f( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
gl.uniform3f( this.addr, v.x, v.y, v.z );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
cache[ 2 ] = v.z;
}
} else if ( v.r !== undefined ) {
if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
gl.uniform3f( this.addr, v.r, v.g, v.b );
cache[ 0 ] = v.r;
cache[ 1 ] = v.g;
cache[ 2 ] = v.b;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform3fv( this.addr, v );
copyArray( cache, v );
}
}
function setValueV4f( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
cache[ 2 ] = v.z;
cache[ 3 ] = v.w;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform4fv( this.addr, v );
copyArray( cache, v );
}
}
// Single matrix (from flat array or THREE.MatrixN)
function setValueM2( gl, v ) {
const cache = this.cache;
const elements = v.elements;
if ( elements === undefined ) {
if ( arraysEqual( cache, v ) ) return;
gl.uniformMatrix2fv( this.addr, false, v );
copyArray( cache, v );
} else {
if ( arraysEqual( cache, elements ) ) return;
mat2array.set( elements );
gl.uniformMatrix2fv( this.addr, false, mat2array );
copyArray( cache, elements );
}
}
function setValueM3( gl, v ) {
const cache = this.cache;
const elements = v.elements;
if ( elements === undefined ) {
if ( arraysEqual( cache, v ) ) return;
gl.uniformMatrix3fv( this.addr, false, v );
copyArray( cache, v );
} else {
if ( arraysEqual( cache, elements ) ) return;
mat3array.set( elements );
gl.uniformMatrix3fv( this.addr, false, mat3array );
copyArray( cache, elements );
}
}
function setValueM4( gl, v ) {
const cache = this.cache;
const elements = v.elements;
if ( elements === undefined ) {
if ( arraysEqual( cache, v ) ) return;
gl.uniformMatrix4fv( this.addr, false, v );
copyArray( cache, v );
} else {
if ( arraysEqual( cache, elements ) ) return;
mat4array.set( elements );
gl.uniformMatrix4fv( this.addr, false, mat4array );
copyArray( cache, elements );
}
}
// Single integer / boolean
function setValueV1i( gl, v ) {
const cache = this.cache;
if ( cache[ 0 ] === v ) return;
gl.uniform1i( this.addr, v );
cache[ 0 ] = v;
}
// Single integer / boolean vector (from flat array or THREE.VectorN)
function setValueV2i( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
gl.uniform2i( this.addr, v.x, v.y );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform2iv( this.addr, v );
copyArray( cache, v );
}
}
function setValueV3i( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
gl.uniform3i( this.addr, v.x, v.y, v.z );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
cache[ 2 ] = v.z;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform3iv( this.addr, v );
copyArray( cache, v );
}
}
function setValueV4i( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
gl.uniform4i( this.addr, v.x, v.y, v.z, v.w );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
cache[ 2 ] = v.z;
cache[ 3 ] = v.w;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform4iv( this.addr, v );
copyArray( cache, v );
}
}
// Single unsigned integer
function setValueV1ui( gl, v ) {
const cache = this.cache;
if ( cache[ 0 ] === v ) return;
gl.uniform1ui( this.addr, v );
cache[ 0 ] = v;
}
// Single unsigned integer vector (from flat array or THREE.VectorN)
function setValueV2ui( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
gl.uniform2ui( this.addr, v.x, v.y );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform2uiv( this.addr, v );
copyArray( cache, v );
}
}
function setValueV3ui( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
gl.uniform3ui( this.addr, v.x, v.y, v.z );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
cache[ 2 ] = v.z;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform3uiv( this.addr, v );
copyArray( cache, v );
}
}
function setValueV4ui( gl, v ) {
const cache = this.cache;
if ( v.x !== undefined ) {
if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
gl.uniform4ui( this.addr, v.x, v.y, v.z, v.w );
cache[ 0 ] = v.x;
cache[ 1 ] = v.y;
cache[ 2 ] = v.z;
cache[ 3 ] = v.w;
}
} else {
if ( arraysEqual( cache, v ) ) return;
gl.uniform4uiv( this.addr, v );
copyArray( cache, v );
}
}
// Single texture (2D / Cube)
function setValueT1( gl, v, textures ) {
const cache = this.cache;
const unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
gl.uniform1i( this.addr, unit );
cache[ 0 ] = unit;
}
let emptyTexture2D;
if ( this.type === gl.SAMPLER_2D_SHADOW ) {
emptyShadowTexture.compareFunction = LessEqualCompare; // #28670
emptyTexture2D = emptyShadowTexture;
} else {
emptyTexture2D = emptyTexture;
}
textures.setTexture2D( v || emptyTexture2D, unit );
}
function setValueT3D1( gl, v, textures ) {
const cache = this.cache;
const unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
gl.uniform1i( this.addr, unit );
cache[ 0 ] = unit;
}
textures.setTexture3D( v || empty3dTexture, unit );
}
function setValueT6( gl, v, textures ) {
const cache = this.cache;
const unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
gl.uniform1i( this.addr, unit );
cache[ 0 ] = unit;
}
textures.setTextureCube( v || emptyCubeTexture, unit );
}
function setValueT2DArray1( gl, v, textures ) {
const cache = this.cache;
const unit = textures.allocateTextureUnit();
if ( cache[ 0 ] !== unit ) {
gl.uniform1i( this.addr, unit );
cache[ 0 ] = unit;
}
textures.setTexture2DArray( v || emptyArrayTexture, unit );
}
// Helper to pick the right setter for the singular case
function getSingularSetter( type ) {
switch ( type ) {
case 0x1406: return setValueV1f; // FLOAT
case 0x8b50: return setValueV2f; // _VEC2
case 0x8b51: return setValueV3f; // _VEC3
case 0x8b52: return setValueV4f; // _VEC4
case 0x8b5a: return setValueM2; // _MAT2
case 0x8b5b: return setValueM3; // _MAT3
case 0x8b5c: return setValueM4; // _MAT4
case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4
case 0x1405: return setValueV1ui; // UINT
case 0x8dc6: return setValueV2ui; // _VEC2
case 0x8dc7: return setValueV3ui; // _VEC3
case 0x8dc8: return setValueV4ui; // _VEC4
case 0x8b5e: // SAMPLER_2D
case 0x8d66: // SAMPLER_EXTERNAL_OES
case 0x8dca: // INT_SAMPLER_2D
case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
case 0x8b62: // SAMPLER_2D_SHADOW
return setValueT1;
case 0x8b5f: // SAMPLER_3D
case 0x8dcb: // INT_SAMPLER_3D
case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
return setValueT3D1;
case 0x8b60: // SAMPLER_CUBE
case 0x8dcc: // INT_SAMPLER_CUBE
case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
case 0x8dc5: // SAMPLER_CUBE_SHADOW
return setValueT6;
case 0x8dc1: // SAMPLER_2D_ARRAY
case 0x8dcf: // INT_SAMPLER_2D_ARRAY
case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
return setValueT2DArray1;
}
}
// Array of scalars
function setValueV1fArray( gl, v ) {
gl.uniform1fv( this.addr, v );
}
// Array of vectors (from flat array or array of THREE.VectorN)
function setValueV2fArray( gl, v ) {
const data = flatten( v, this.size, 2 );
gl.uniform2fv( this.addr, data );
}
function setValueV3fArray( gl, v ) {
const data = flatten( v, this.size, 3 );
gl.uniform3fv( this.addr, data );
}
function setValueV4fArray( gl, v ) {
const data = flatten( v, this.size, 4 );
gl.uniform4fv( this.addr, data );
}
// Array of matrices (from flat array or array of THREE.MatrixN)
function setValueM2Array( gl, v ) {
const data = flatten( v, this.size, 4 );
gl.uniformMatrix2fv( this.addr, false, data );
}
function setValueM3Array( gl, v ) {
const data = flatten( v, this.size, 9 );
gl.uniformMatrix3fv( this.addr, false, data );
}
function setValueM4Array( gl, v ) {
const data = flatten( v, this.size, 16 );
gl.uniformMatrix4fv( this.addr, false, data );
}
// Array of integer / boolean
function setValueV1iArray( gl, v ) {
gl.uniform1iv( this.addr, v );
}
// Array of integer / boolean vectors (from flat array)
function setValueV2iArray( gl, v ) {
gl.uniform2iv( this.addr, v );
}
function setValueV3iArray( gl, v ) {
gl.uniform3iv( this.addr, v );
}
function setValueV4iArray( gl, v ) {
gl.uniform4iv( this.addr, v );
}
// Array of unsigned integer
function setValueV1uiArray( gl, v ) {
gl.uniform1uiv( this.addr, v );
}
// Array of unsigned integer vectors (from flat array)
function setValueV2uiArray( gl, v ) {
gl.uniform2uiv( this.addr, v );
}
function setValueV3uiArray( gl, v ) {
gl.uniform3uiv( this.addr, v );
}
function setValueV4uiArray( gl, v ) {
gl.uniform4uiv( this.addr, v );
}
// Array of textures (2D / 3D / Cube / 2DArray)
function setValueT1Array( gl, v, textures ) {
const cache = this.cache;
const n = v.length;
const units = allocTexUnits( textures, n );
if ( ! arraysEqual( cache, units ) ) {
gl.uniform1iv( this.addr, units );
copyArray( cache, units );
}
for ( let i = 0; i !== n; ++ i ) {
textures.setTexture2D( v[ i ] || emptyTexture, units[ i ] );
}
}
function setValueT3DArray( gl, v, textures ) {
const cache = this.cache;
const n = v.length;
const units = allocTexUnits( textures, n );
if ( ! arraysEqual( cache, units ) ) {
gl.uniform1iv( this.addr, units );
copyArray( cache, units );
}
for ( let i = 0; i !== n; ++ i ) {
textures.setTexture3D( v[ i ] || empty3dTexture, units[ i ] );
}
}
function setValueT6Array( gl, v, textures ) {
const cache = this.cache;
const n = v.length;
const units = allocTexUnits( textures, n );
if ( ! arraysEqual( cache, units ) ) {
gl.uniform1iv( this.addr, units );
copyArray( cache, units );
}
for ( let i = 0; i !== n; ++ i ) {
textures.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
}
}
function setValueT2DArrayArray( gl, v, textures ) {
const cache = this.cache;
const n = v.length;
const units = allocTexUnits( textures, n );
if ( ! arraysEqual( cache, units ) ) {
gl.uniform1iv( this.addr, units );
copyArray( cache, units );
}
for ( let i = 0; i !== n; ++ i ) {
textures.setTexture2DArray( v[ i ] || emptyArrayTexture, units[ i ] );
}
}
// Helper to pick the right setter for a pure (bottom-level) array
function getPureArraySetter( type ) {
switch ( type ) {
case 0x1406: return setValueV1fArray; // FLOAT
case 0x8b50: return setValueV2fArray; // _VEC2
case 0x8b51: return setValueV3fArray; // _VEC3
case 0x8b52: return setValueV4fArray; // _VEC4
case 0x8b5a: return setValueM2Array; // _MAT2
case 0x8b5b: return setValueM3Array; // _MAT3
case 0x8b5c: return setValueM4Array; // _MAT4
case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4
case 0x1405: return setValueV1uiArray; // UINT
case 0x8dc6: return setValueV2uiArray; // _VEC2
case 0x8dc7: return setValueV3uiArray; // _VEC3
case 0x8dc8: return setValueV4uiArray; // _VEC4
case 0x8b5e: // SAMPLER_2D
case 0x8d66: // SAMPLER_EXTERNAL_OES
case 0x8dca: // INT_SAMPLER_2D
case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
case 0x8b62: // SAMPLER_2D_SHADOW
return setValueT1Array;
case 0x8b5f: // SAMPLER_3D
case 0x8dcb: // INT_SAMPLER_3D
case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
return setValueT3DArray;
case 0x8b60: // SAMPLER_CUBE
case 0x8dcc: // INT_SAMPLER_CUBE
case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
case 0x8dc5: // SAMPLER_CUBE_SHADOW
return setValueT6Array;
case 0x8dc1: // SAMPLER_2D_ARRAY
case 0x8dcf: // INT_SAMPLER_2D_ARRAY
case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
return setValueT2DArrayArray;
}
}
// --- Uniform Classes ---
class SingleUniform {
constructor( id, activeInfo, addr ) {
this.id = id;
this.addr = addr;
this.cache = [];
this.type = activeInfo.type;
this.setValue = getSingularSetter( activeInfo.type );
// this.path = activeInfo.name; // DEBUG
}
}
class PureArrayUniform {
constructor( id, activeInfo, addr ) {
this.id = id;
this.addr = addr;
this.cache = [];
this.type = activeInfo.type;
this.size = activeInfo.size;
this.setValue = getPureArraySetter( activeInfo.type );
// this.path = activeInfo.name; // DEBUG
}
}
class StructuredUniform {
constructor( id ) {
this.id = id;
this.seq = [];
this.map = {};
}
setValue( gl, value, textures ) {
const seq = this.seq;
for ( let i = 0, n = seq.length; i !== n; ++ i ) {
const u = seq[ i ];
u.setValue( gl, value[ u.id ], textures );
}
}
}
// --- Top-level ---
// Parser - builds up the property tree from the path strings
const RePathPart = /(\w+)(\])?(\[|\.)?/g;
// extracts
// - the identifier (member name or array index)
// - followed by an optional right bracket (found when array index)
// - followed by an optional left bracket or dot (type of subscript)
//
// Note: These portions can be read in a non-overlapping fashion and
// allow straightforward parsing of the hierarchy that WebGL encodes
// in the uniform names.
function addUniform( container, uniformObject ) {
container.seq.push( uniformObject );
container.map[ uniformObject.id ] = uniformObject;
}
function parseUniform( activeInfo, addr, container ) {
const path = activeInfo.name,
pathLength = path.length;
// reset RegExp object, because of the early exit of a previous run
RePathPart.lastIndex = 0;
while ( true ) {
const match = RePathPart.exec( path ),
matchEnd = RePathPart.lastIndex;
let id = match[ 1 ];
const idIsIndex = match[ 2 ] === ']',
subscript = match[ 3 ];
if ( idIsIndex ) id = id | 0; // convert to integer
if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
// bare name or "pure" bottom-level array "[0]" suffix
addUniform( container, subscript === undefined ?
new SingleUniform( id, activeInfo, addr ) :
new PureArrayUniform( id, activeInfo, addr ) );
break;
} else {
// step into inner node / create it in case it doesn't exist
const map = container.map;
let next = map[ id ];
if ( next === undefined ) {
next = new StructuredUniform( id );
addUniform( container, next );
}
container = next;
}
}
}
// Root Container
class WebGLUniforms {
constructor( gl, program ) {
this.seq = [];
this.map = {};
const n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );
for ( let i = 0; i < n; ++ i ) {
const info = gl.getActiveUniform( program, i ),
addr = gl.getUniformLocation( program, info.name );
parseUniform( info, addr, this );
}
}
setValue( gl, name, value, textures ) {
const u = this.map[ name ];
if ( u !== undefined ) u.setValue( gl, value, textures );
}
setOptional( gl, object, name ) {
const v = object[ name ];
if ( v !== undefined ) this.setValue( gl, name, v );
}
static upload( gl, seq, values, textures ) {
for ( let i = 0, n = seq.length; i !== n; ++ i ) {
const u = seq[ i ],
v = values[ u.id ];
if ( v.needsUpdate !== false ) {
// note: always updating when .needsUpdate is undefined
u.setValue( gl, v.value, textures );
}
}
}
static seqWithValue( seq, values ) {
const r = [];
for ( let i = 0, n = seq.length; i !== n; ++ i ) {
const u = seq[ i ];
if ( u.id in values ) r.push( u );
}
return r;
}
}
function WebGLShader( gl, type, string ) {
const shader = gl.createShader( type );
gl.shaderSource( shader, string );
gl.compileShader( shader );
return shader;
}
// From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/
const COMPLETION_STATUS_KHR = 0x91B1;
let programIdCount = 0;
function handleSource( string, errorLine ) {
const lines = string.split( '\n' );
const lines2 = [];
const from = Math.max( errorLine - 6, 0 );
const to = Math.min( errorLine + 6, lines.length );
for ( let i = from; i < to; i ++ ) {
const line = i + 1;
lines2.push( `${line === errorLine ? '>' : ' '} ${line}: ${lines[ i ]}` );
}
return lines2.join( '\n' );
}
const _m0 = /*@__PURE__*/ new Matrix3();
function getEncodingComponents( colorSpace ) {
ColorManagement._getMatrix( _m0, ColorManagement.workingColorSpace, colorSpace );
const encodingMatrix = `mat3( ${ _m0.elements.map( ( v ) => v.toFixed( 4 ) ) } )`;
switch ( ColorManagement.getTransfer( colorSpace ) ) {
case LinearTransfer:
return [ encodingMatrix, 'LinearTransferOETF' ];
case SRGBTransfer:
return [ encodingMatrix, 'sRGBTransferOETF' ];
default:
console.warn( 'THREE.WebGLProgram: Unsupported color space: ', colorSpace );
return [ encodingMatrix, 'LinearTransferOETF' ];
}
}
function getShaderErrors( gl, shader, type ) {
const status = gl.getShaderParameter( shader, gl.COMPILE_STATUS );
const errors = gl.getShaderInfoLog( shader ).trim();
if ( status && errors === '' ) return '';
const errorMatches = /ERROR: 0:(\d+)/.exec( errors );
if ( errorMatches ) {
// --enable-privileged-webgl-extension
// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
const errorLine = parseInt( errorMatches[ 1 ] );
return type.toUpperCase() + '\n\n' + errors + '\n\n' + handleSource( gl.getShaderSource( shader ), errorLine );
} else {
return errors;
}
}
function getTexelEncodingFunction( functionName, colorSpace ) {
const components = getEncodingComponents( colorSpace );
return [
`vec4 ${functionName}( vec4 value ) {`,
` return ${components[ 1 ]}( vec4( value.rgb * ${components[ 0 ]}, value.a ) );`,
'}',
].join( '\n' );
}
function getToneMappingFunction( functionName, toneMapping ) {
let toneMappingName;
switch ( toneMapping ) {
case LinearToneMapping:
toneMappingName = 'Linear';
break;
case ReinhardToneMapping:
toneMappingName = 'Reinhard';
break;
case CineonToneMapping:
toneMappingName = 'Cineon';
break;
case ACESFilmicToneMapping:
toneMappingName = 'ACESFilmic';
break;
case AgXToneMapping:
toneMappingName = 'AgX';
break;
case NeutralToneMapping:
toneMappingName = 'Neutral';
break;
case CustomToneMapping:
toneMappingName = 'Custom';
break;
default:
console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
toneMappingName = 'Linear';
}
return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
}
const _v0 = /*@__PURE__*/ new Vector3();
function getLuminanceFunction() {
ColorManagement.getLuminanceCoefficients( _v0 );
const r = _v0.x.toFixed( 4 );
const g = _v0.y.toFixed( 4 );
const b = _v0.z.toFixed( 4 );
return [
'float luminance( const in vec3 rgb ) {',
` const vec3 weights = vec3( ${ r }, ${ g }, ${ b } );`,
' return dot( weights, rgb );',
'}'
].join( '\n' );
}
function generateVertexExtensions( parameters ) {
const chunks = [
parameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '',
parameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '',
];
return chunks.filter( filterEmptyLine ).join( '\n' );
}
function generateDefines( defines ) {
const chunks = [];
for ( const name in defines ) {
const value = defines[ name ];
if ( value === false ) continue;
chunks.push( '#define ' + name + ' ' + value );
}
return chunks.join( '\n' );
}
function fetchAttributeLocations( gl, program ) {
const attributes = {};
const n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );
for ( let i = 0; i < n; i ++ ) {
const info = gl.getActiveAttrib( program, i );
const name = info.name;
let locationSize = 1;
if ( info.type === gl.FLOAT_MAT2 ) locationSize = 2;
if ( info.type === gl.FLOAT_MAT3 ) locationSize = 3;
if ( info.type === gl.FLOAT_MAT4 ) locationSize = 4;
// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
attributes[ name ] = {
type: info.type,
location: gl.getAttribLocation( program, name ),
locationSize: locationSize
};
}
return attributes;
}
function filterEmptyLine( string ) {
return string !== '';
}
function replaceLightNums( string, parameters ) {
const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;
return string
.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
.replace( /NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps )
.replace( /NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords )
.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights )
.replace( /NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows )
.replace( /NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps )
.replace( /NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows )
.replace( /NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows );
}
function replaceClippingPlaneNums( string, parameters ) {
return string
.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
}
// Resolve Includes
const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
function resolveIncludes( string ) {
return string.replace( includePattern, includeReplacer );
}
const shaderChunkMap = new Map();
function includeReplacer( match, include ) {
let string = ShaderChunk[ include ];
if ( string === undefined ) {
const newInclude = shaderChunkMap.get( include );
if ( newInclude !== undefined ) {
string = ShaderChunk[ newInclude ];
console.warn( 'THREE.WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude );
} else {
throw new Error( 'Can not resolve #include <' + include + '>' );
}
}
return resolveIncludes( string );
}
// Unroll Loops
const unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
function unrollLoops( string ) {
return string.replace( unrollLoopPattern, loopReplacer );
}
function loopReplacer( match, start, end, snippet ) {
let string = '';
for ( let i = parseInt( start ); i < parseInt( end ); i ++ ) {
string += snippet
.replace( /\[\s*i\s*\]/g, '[ ' + i + ' ]' )
.replace( /UNROLLED_LOOP_INDEX/g, i );
}
return string;
}
//
function generatePrecision( parameters ) {
let precisionstring = `precision ${parameters.precision} float;
precision ${parameters.precision} int;
precision ${parameters.precision} sampler2D;
precision ${parameters.precision} samplerCube;
precision ${parameters.precision} sampler3D;
precision ${parameters.precision} sampler2DArray;
precision ${parameters.precision} sampler2DShadow;
precision ${parameters.precision} samplerCubeShadow;
precision ${parameters.precision} sampler2DArrayShadow;
precision ${parameters.precision} isampler2D;
precision ${parameters.precision} isampler3D;
precision ${parameters.precision} isamplerCube;
precision ${parameters.precision} isampler2DArray;
precision ${parameters.precision} usampler2D;
precision ${parameters.precision} usampler3D;
precision ${parameters.precision} usamplerCube;
precision ${parameters.precision} usampler2DArray;
`;
if ( parameters.precision === 'highp' ) {
precisionstring += '\n#define HIGH_PRECISION';
} else if ( parameters.precision === 'mediump' ) {
precisionstring += '\n#define MEDIUM_PRECISION';
} else if ( parameters.precision === 'lowp' ) {
precisionstring += '\n#define LOW_PRECISION';
}
return precisionstring;
}
function generateShadowMapTypeDefine( parameters ) {
let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';
if ( parameters.shadowMapType === PCFShadowMap ) {
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';
} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {
shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';
} else if ( parameters.shadowMapType === VSMShadowMap ) {
shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';
}
return shadowMapTypeDefine;
}
function generateEnvMapTypeDefine( parameters ) {
let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
if ( parameters.envMap ) {
switch ( parameters.envMapMode ) {
case CubeReflectionMapping:
case CubeRefractionMapping:
envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
break;
case CubeUVReflectionMapping:
envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
break;
}
}
return envMapTypeDefine;
}
function generateEnvMapModeDefine( parameters ) {
let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
if ( parameters.envMap ) {
switch ( parameters.envMapMode ) {
case CubeRefractionMapping:
envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
break;
}
}
return envMapModeDefine;
}
function generateEnvMapBlendingDefine( parameters ) {
let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';
if ( parameters.envMap ) {
switch ( parameters.combine ) {
case MultiplyOperation:
envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
break;
case MixOperation:
envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
break;
case AddOperation:
envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
break;
}
}
return envMapBlendingDefine;
}
function generateCubeUVSize( parameters ) {
const imageHeight = parameters.envMapCubeUVHeight;
if ( imageHeight === null ) return null;
const maxMip = Math.log2( imageHeight ) - 2;
const texelHeight = 1.0 / imageHeight;
const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );
return { texelWidth, texelHeight, maxMip };
}
function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {
// TODO Send this event to Three.js DevTools
// console.log( 'WebGLProgram', cacheKey );
const gl = renderer.getContext();
const defines = parameters.defines;
let vertexShader = parameters.vertexShader;
let fragmentShader = parameters.fragmentShader;
const shadowMapTypeDefine = generateShadowMapTypeDefine( parameters );
const envMapTypeDefine = generateEnvMapTypeDefine( parameters );
const envMapModeDefine = generateEnvMapModeDefine( parameters );
const envMapBlendingDefine = generateEnvMapBlendingDefine( parameters );
const envMapCubeUVSize = generateCubeUVSize( parameters );
const customVertexExtensions = generateVertexExtensions( parameters );
const customDefines = generateDefines( defines );
const program = gl.createProgram();
let prefixVertex, prefixFragment;
let versionString = parameters.glslVersion ? '#version ' + parameters.glslVersion + '\n' : '';
if ( parameters.isRawShaderMaterial ) {
prefixVertex = [
'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,
customDefines
].filter( filterEmptyLine ).join( '\n' );
if ( prefixVertex.length > 0 ) {
prefixVertex += '\n';
}
prefixFragment = [
'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,
customDefines
].filter( filterEmptyLine ).join( '\n' );
if ( prefixFragment.length > 0 ) {
prefixFragment += '\n';
}
} else {
prefixVertex = [
generatePrecision( parameters ),
'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,
customDefines,
parameters.extensionClipCullDistance ? '#define USE_CLIP_DISTANCE' : '',
parameters.batching ? '#define USE_BATCHING' : '',
parameters.batchingColor ? '#define USE_BATCHING_COLOR' : '',
parameters.instancing ? '#define USE_INSTANCING' : '',
parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',
parameters.instancingMorph ? '#define USE_INSTANCING_MORPH' : '',
parameters.useFog && parameters.fog ? '#define USE_FOG' : '',
parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',
parameters.map ? '#define USE_MAP' : '',
parameters.envMap ? '#define USE_ENVMAP' : '',
parameters.envMap ? '#define ' + envMapModeDefine : '',
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
parameters.aoMap ? '#define USE_AOMAP' : '',
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
parameters.normalMap ? '#define USE_NORMALMAP' : '',
parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',
parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',
parameters.displacementMap ? '#define USE_DISPLACEMENTMAP' : '',
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
parameters.anisotropy ? '#define USE_ANISOTROPY' : '',
parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',
parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',
parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',
parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
parameters.alphaHash ? '#define USE_ALPHAHASH' : '',
parameters.transmission ? '#define USE_TRANSMISSION' : '',
parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',
parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',
//
parameters.mapUv ? '#define MAP_UV ' + parameters.mapUv : '',
parameters.alphaMapUv ? '#define ALPHAMAP_UV ' + parameters.alphaMapUv : '',
parameters.lightMapUv ? '#define LIGHTMAP_UV ' + parameters.lightMapUv : '',
parameters.aoMapUv ? '#define AOMAP_UV ' + parameters.aoMapUv : '',
parameters.emissiveMapUv ? '#define EMISSIVEMAP_UV ' + parameters.emissiveMapUv : '',
parameters.bumpMapUv ? '#define BUMPMAP_UV ' + parameters.bumpMapUv : '',
parameters.normalMapUv ? '#define NORMALMAP_UV ' + parameters.normalMapUv : '',
parameters.displacementMapUv ? '#define DISPLACEMENTMAP_UV ' + parameters.displacementMapUv : '',
parameters.metalnessMapUv ? '#define METALNESSMAP_UV ' + parameters.metalnessMapUv : '',
parameters.roughnessMapUv ? '#define ROUGHNESSMAP_UV ' + parameters.roughnessMapUv : '',
parameters.anisotropyMapUv ? '#define ANISOTROPYMAP_UV ' + parameters.anisotropyMapUv : '',
parameters.clearcoatMapUv ? '#define CLEARCOATMAP_UV ' + parameters.clearcoatMapUv : '',
parameters.clearcoatNormalMapUv ? '#define CLEARCOAT_NORMALMAP_UV ' + parameters.clearcoatNormalMapUv : '',
parameters.clearcoatRoughnessMapUv ? '#define CLEARCOAT_ROUGHNESSMAP_UV ' + parameters.clearcoatRoughnessMapUv : '',
parameters.iridescenceMapUv ? '#define IRIDESCENCEMAP_UV ' + parameters.iridescenceMapUv : '',
parameters.iridescenceThicknessMapUv ? '#define IRIDESCENCE_THICKNESSMAP_UV ' + parameters.iridescenceThicknessMapUv : '',
parameters.sheenColorMapUv ? '#define SHEEN_COLORMAP_UV ' + parameters.sheenColorMapUv : '',
parameters.sheenRoughnessMapUv ? '#define SHEEN_ROUGHNESSMAP_UV ' + parameters.sheenRoughnessMapUv : '',
parameters.specularMapUv ? '#define SPECULARMAP_UV ' + parameters.specularMapUv : '',
parameters.specularColorMapUv ? '#define SPECULAR_COLORMAP_UV ' + parameters.specularColorMapUv : '',
parameters.specularIntensityMapUv ? '#define SPECULAR_INTENSITYMAP_UV ' + parameters.specularIntensityMapUv : '',
parameters.transmissionMapUv ? '#define TRANSMISSIONMAP_UV ' + parameters.transmissionMapUv : '',
parameters.thicknessMapUv ? '#define THICKNESSMAP_UV ' + parameters.thicknessMapUv : '',
//
parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',
parameters.vertexColors ? '#define USE_COLOR' : '',
parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
parameters.vertexUv1s ? '#define USE_UV1' : '',
parameters.vertexUv2s ? '#define USE_UV2' : '',
parameters.vertexUv3s ? '#define USE_UV3' : '',
parameters.pointsUvs ? '#define USE_POINTS_UV' : '',
parameters.flatShading ? '#define FLAT_SHADED' : '',
parameters.skinning ? '#define USE_SKINNING' : '',
parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
( parameters.morphColors ) ? '#define USE_MORPHCOLORS' : '',
( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',
( parameters.morphTargetsCount > 0 ) ? '#define MORPHTARGETS_COUNT ' + parameters.morphTargetsCount : '',
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
parameters.flipSided ? '#define FLIP_SIDED' : '',
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
parameters.reverseDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
'uniform mat4 modelMatrix;',
'uniform mat4 modelViewMatrix;',
'uniform mat4 projectionMatrix;',
'uniform mat4 viewMatrix;',
'uniform mat3 normalMatrix;',
'uniform vec3 cameraPosition;',
'uniform bool isOrthographic;',
'#ifdef USE_INSTANCING',
' attribute mat4 instanceMatrix;',
'#endif',
'#ifdef USE_INSTANCING_COLOR',
' attribute vec3 instanceColor;',
'#endif',
'#ifdef USE_INSTANCING_MORPH',
' uniform sampler2D morphTexture;',
'#endif',
'attribute vec3 position;',
'attribute vec3 normal;',
'attribute vec2 uv;',
'#ifdef USE_UV1',
' attribute vec2 uv1;',
'#endif',
'#ifdef USE_UV2',
' attribute vec2 uv2;',
'#endif',
'#ifdef USE_UV3',
' attribute vec2 uv3;',
'#endif',
'#ifdef USE_TANGENT',
' attribute vec4 tangent;',
'#endif',
'#if defined( USE_COLOR_ALPHA )',
' attribute vec4 color;',
'#elif defined( USE_COLOR )',
' attribute vec3 color;',
'#endif',
'#ifdef USE_SKINNING',
' attribute vec4 skinIndex;',
' attribute vec4 skinWeight;',
'#endif',
'\n'
].filter( filterEmptyLine ).join( '\n' );
prefixFragment = [
generatePrecision( parameters ),
'#define SHADER_TYPE ' + parameters.shaderType,
'#define SHADER_NAME ' + parameters.shaderName,
customDefines,
parameters.useFog && parameters.fog ? '#define USE_FOG' : '',
parameters.useFog && parameters.fogExp2 ? '#define FOG_EXP2' : '',
parameters.alphaToCoverage ? '#define ALPHA_TO_COVERAGE' : '',
parameters.map ? '#define USE_MAP' : '',
parameters.matcap ? '#define USE_MATCAP' : '',
parameters.envMap ? '#define USE_ENVMAP' : '',
parameters.envMap ? '#define ' + envMapTypeDefine : '',
parameters.envMap ? '#define ' + envMapModeDefine : '',
parameters.envMap ? '#define ' + envMapBlendingDefine : '',
envMapCubeUVSize ? '#define CUBEUV_TEXEL_WIDTH ' + envMapCubeUVSize.texelWidth : '',
envMapCubeUVSize ? '#define CUBEUV_TEXEL_HEIGHT ' + envMapCubeUVSize.texelHeight : '',
envMapCubeUVSize ? '#define CUBEUV_MAX_MIP ' + envMapCubeUVSize.maxMip + '.0' : '',
parameters.lightMap ? '#define USE_LIGHTMAP' : '',
parameters.aoMap ? '#define USE_AOMAP' : '',
parameters.bumpMap ? '#define USE_BUMPMAP' : '',
parameters.normalMap ? '#define USE_NORMALMAP' : '',
parameters.normalMapObjectSpace ? '#define USE_NORMALMAP_OBJECTSPACE' : '',
parameters.normalMapTangentSpace ? '#define USE_NORMALMAP_TANGENTSPACE' : '',
parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
parameters.anisotropy ? '#define USE_ANISOTROPY' : '',
parameters.anisotropyMap ? '#define USE_ANISOTROPYMAP' : '',
parameters.clearcoat ? '#define USE_CLEARCOAT' : '',
parameters.clearcoatMap ? '#define USE_CLEARCOATMAP' : '',
parameters.clearcoatRoughnessMap ? '#define USE_CLEARCOAT_ROUGHNESSMAP' : '',
parameters.clearcoatNormalMap ? '#define USE_CLEARCOAT_NORMALMAP' : '',
parameters.dispersion ? '#define USE_DISPERSION' : '',
parameters.iridescence ? '#define USE_IRIDESCENCE' : '',
parameters.iridescenceMap ? '#define USE_IRIDESCENCEMAP' : '',
parameters.iridescenceThicknessMap ? '#define USE_IRIDESCENCE_THICKNESSMAP' : '',
parameters.specularMap ? '#define USE_SPECULARMAP' : '',
parameters.specularColorMap ? '#define USE_SPECULAR_COLORMAP' : '',
parameters.specularIntensityMap ? '#define USE_SPECULAR_INTENSITYMAP' : '',
parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
parameters.alphaTest ? '#define USE_ALPHATEST' : '',
parameters.alphaHash ? '#define USE_ALPHAHASH' : '',
parameters.sheen ? '#define USE_SHEEN' : '',
parameters.sheenColorMap ? '#define USE_SHEEN_COLORMAP' : '',
parameters.sheenRoughnessMap ? '#define USE_SHEEN_ROUGHNESSMAP' : '',
parameters.transmission ? '#define USE_TRANSMISSION' : '',
parameters.transmissionMap ? '#define USE_TRANSMISSIONMAP' : '',
parameters.thicknessMap ? '#define USE_THICKNESSMAP' : '',
parameters.vertexTangents && parameters.flatShading === false ? '#define USE_TANGENT' : '',
parameters.vertexColors || parameters.instancingColor || parameters.batchingColor ? '#define USE_COLOR' : '',
parameters.vertexAlphas ? '#define USE_COLOR_ALPHA' : '',
parameters.vertexUv1s ? '#define USE_UV1' : '',
parameters.vertexUv2s ? '#define USE_UV2' : '',
parameters.vertexUv3s ? '#define USE_UV3' : '',
parameters.pointsUvs ? '#define USE_POINTS_UV' : '',
parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
parameters.flatShading ? '#define FLAT_SHADED' : '',
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
parameters.flipSided ? '#define FLIP_SIDED' : '',
parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
parameters.numLightProbes > 0 ? '#define USE_LIGHT_PROBES' : '',
parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',
parameters.decodeVideoTextureEmissive ? '#define DECODE_VIDEO_TEXTURE_EMISSIVE' : '',
parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
parameters.reverseDepthBuffer ? '#define USE_REVERSEDEPTHBUF' : '',
'uniform mat4 viewMatrix;',
'uniform vec3 cameraPosition;',
'uniform bool isOrthographic;',
( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',
parameters.dithering ? '#define DITHERING' : '',
parameters.opaque ? '#define OPAQUE' : '',
ShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ),
getLuminanceFunction(),
parameters.useDepthPacking ? '#define DEPTH_PACKING ' + parameters.depthPacking : '',
'\n'
].filter( filterEmptyLine ).join( '\n' );
}
vertexShader = resolveIncludes( vertexShader );
vertexShader = replaceLightNums( vertexShader, parameters );
vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
fragmentShader = resolveIncludes( fragmentShader );
fragmentShader = replaceLightNums( fragmentShader, parameters );
fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
vertexShader = unrollLoops( vertexShader );
fragmentShader = unrollLoops( fragmentShader );
if ( parameters.isRawShaderMaterial !== true ) {
// GLSL 3.0 conversion for built-in materials and ShaderMaterial
versionString = '#version 300 es\n';
prefixVertex = [
customVertexExtensions,
'#define attribute in',
'#define varying out',
'#define texture2D texture'
].join( '\n' ) + '\n' + prefixVertex;
prefixFragment = [
'#define varying in',
( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',
( parameters.glslVersion === GLSL3 ) ? '' : '#define gl_FragColor pc_fragColor',
'#define gl_FragDepthEXT gl_FragDepth',
'#define texture2D texture',
'#define textureCube texture',
'#define texture2DProj textureProj',
'#define texture2DLodEXT textureLod',
'#define texture2DProjLodEXT textureProjLod',
'#define textureCubeLodEXT textureLod',
'#define texture2DGradEXT textureGrad',
'#define texture2DProjGradEXT textureProjGrad',
'#define textureCubeGradEXT textureGrad'
].join( '\n' ) + '\n' + prefixFragment;
}
const vertexGlsl = versionString + prefixVertex + vertexShader;
const fragmentGlsl = versionString + prefixFragment + fragmentShader;
// console.log( '*VERTEX*', vertexGlsl );
// console.log( '*FRAGMENT*', fragmentGlsl );
const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );
gl.attachShader( program, glVertexShader );
gl.attachShader( program, glFragmentShader );
// Force a particular attribute to index 0.
if ( parameters.index0AttributeName !== undefined ) {
gl.bindAttribLocation( program, 0, parameters.index0AttributeName );
} else if ( parameters.morphTargets === true ) {
// programs with morphTargets displace position out of attribute 0
gl.bindAttribLocation( program, 0, 'position' );
}
gl.linkProgram( program );
function onFirstUse( self ) {
// check for link errors
if ( renderer.debug.checkShaderErrors ) {
const programLog = gl.getProgramInfoLog( program ).trim();
const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
let runnable = true;
let haveDiagnostics = true;
if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {
runnable = false;
if ( typeof renderer.debug.onShaderError === 'function' ) {
renderer.debug.onShaderError( gl, program, glVertexShader, glFragmentShader );
} else {
// default error reporting
const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );
console.error(
'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' +
'Material Name: ' + self.name + '\n' +
'Material Type: ' + self.type + '\n\n' +
'Program Info Log: ' + programLog + '\n' +
vertexErrors + '\n' +
fragmentErrors
);
}
} else if ( programLog !== '' ) {
console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );
} else if ( vertexLog === '' || fragmentLog === '' ) {
haveDiagnostics = false;
}
if ( haveDiagnostics ) {
self.diagnostics = {
runnable: runnable,
programLog: programLog,
vertexShader: {
log: vertexLog,
prefix: prefixVertex
},
fragmentShader: {
log: fragmentLog,
prefix: prefixFragment
}
};
}
}
// Clean up
// Crashes in iOS9 and iOS10. #18402
// gl.detachShader( program, glVertexShader );
// gl.detachShader( program, glFragmentShader );
gl.deleteShader( glVertexShader );
gl.deleteShader( glFragmentShader );
cachedUniforms = new WebGLUniforms( gl, program );
cachedAttributes = fetchAttributeLocations( gl, program );
}
// set up caching for uniform locations
let cachedUniforms;
this.getUniforms = function () {
if ( cachedUniforms === undefined ) {
// Populates cachedUniforms and cachedAttributes
onFirstUse( this );
}
return cachedUniforms;
};
// set up caching for attribute locations
let cachedAttributes;
this.getAttributes = function () {
if ( cachedAttributes === undefined ) {
// Populates cachedAttributes and cachedUniforms
onFirstUse( this );
}
return cachedAttributes;
};
// indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported,
// flag the program as ready immediately. It may cause a stall when it's first used.
let programReady = ( parameters.rendererExtensionParallelShaderCompile === false );
this.isReady = function () {
if ( programReady === false ) {
programReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR );
}
return programReady;
};
// free resource
this.destroy = function () {
bindingStates.releaseStatesOfProgram( this );
gl.deleteProgram( program );
this.program = undefined;
};
//
this.type = parameters.shaderType;
this.name = parameters.shaderName;
this.id = programIdCount ++;
this.cacheKey = cacheKey;
this.usedTimes = 1;
this.program = program;
this.vertexShader = glVertexShader;
this.fragmentShader = glFragmentShader;
return this;
}
let _id = 0;
class WebGLShaderCache {
constructor() {
this.shaderCache = new Map();
this.materialCache = new Map();
}
update( material ) {
const vertexShader = material.vertexShader;
const fragmentShader = material.fragmentShader;
const vertexShaderStage = this._getShaderStage( vertexShader );
const fragmentShaderStage = this._getShaderStage( fragmentShader );
const materialShaders = this._getShaderCacheForMaterial( material );
if ( materialShaders.has( vertexShaderStage ) === false ) {
materialShaders.add( vertexShaderStage );
vertexShaderStage.usedTimes ++;
}
if ( materialShaders.has( fragmentShaderStage ) === false ) {
materialShaders.add( fragmentShaderStage );
fragmentShaderStage.usedTimes ++;
}
return this;
}
remove( material ) {
const materialShaders = this.materialCache.get( material );
for ( const shaderStage of materialShaders ) {
shaderStage.usedTimes --;
if ( shaderStage.usedTimes === 0 ) this.shaderCache.delete( shaderStage.code );
}
this.materialCache.delete( material );
return this;
}
getVertexShaderID( material ) {
return this._getShaderStage( material.vertexShader ).id;
}
getFragmentShaderID( material ) {
return this._getShaderStage( material.fragmentShader ).id;
}
dispose() {
this.shaderCache.clear();
this.materialCache.clear();
}
_getShaderCacheForMaterial( material ) {
const cache = this.materialCache;
let set = cache.get( material );
if ( set === undefined ) {
set = new Set();
cache.set( material, set );
}
return set;
}
_getShaderStage( code ) {
const cache = this.shaderCache;
let stage = cache.get( code );
if ( stage === undefined ) {
stage = new WebGLShaderStage( code );
cache.set( code, stage );
}
return stage;
}
}
class WebGLShaderStage {
constructor( code ) {
this.id = _id ++;
this.code = code;
this.usedTimes = 0;
}
}
function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {
const _programLayers = new Layers();
const _customShaders = new WebGLShaderCache();
const _activeChannels = new Set();
const programs = [];
const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
const SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;
let precision = capabilities.precision;
const shaderIDs = {
MeshDepthMaterial: 'depth',
MeshDistanceMaterial: 'distanceRGBA',
MeshNormalMaterial: 'normal',
MeshBasicMaterial: 'basic',
MeshLambertMaterial: 'lambert',
MeshPhongMaterial: 'phong',
MeshToonMaterial: 'toon',
MeshStandardMaterial: 'physical',
MeshPhysicalMaterial: 'physical',
MeshMatcapMaterial: 'matcap',
LineBasicMaterial: 'basic',
LineDashedMaterial: 'dashed',
PointsMaterial: 'points',
ShadowMaterial: 'shadow',
SpriteMaterial: 'sprite'
};
function getChannel( value ) {
_activeChannels.add( value );
if ( value === 0 ) return 'uv';
return `uv${ value }`;
}
function getParameters( material, lights, shadows, scene, object ) {
const fog = scene.fog;
const geometry = object.geometry;
const environment = material.isMeshStandardMaterial ? scene.environment : null;
const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;
const shaderID = shaderIDs[ material.type ];
// heuristics to create shader parameters according to lights in the scene
// (not to blow over maxLights budget)
if ( material.precision !== null ) {
precision = capabilities.getMaxPrecision( material.precision );
if ( precision !== material.precision ) {
console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
}
}
//
const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
let morphTextureStride = 0;
if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;
if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;
if ( geometry.morphAttributes.color !== undefined ) morphTextureStride = 3;
//
let vertexShader, fragmentShader;
let customVertexShaderID, customFragmentShaderID;
if ( shaderID ) {
const shader = ShaderLib[ shaderID ];
vertexShader = shader.vertexShader;
fragmentShader = shader.fragmentShader;
} else {
vertexShader = material.vertexShader;
fragmentShader = material.fragmentShader;
_customShaders.update( material );
customVertexShaderID = _customShaders.getVertexShaderID( material );
customFragmentShaderID = _customShaders.getFragmentShaderID( material );
}
const currentRenderTarget = renderer.getRenderTarget();
const reverseDepthBuffer = renderer.state.buffers.depth.getReversed();
const IS_INSTANCEDMESH = object.isInstancedMesh === true;
const IS_BATCHEDMESH = object.isBatchedMesh === true;
const HAS_MAP = !! material.map;
const HAS_MATCAP = !! material.matcap;
const HAS_ENVMAP = !! envMap;
const HAS_AOMAP = !! material.aoMap;
const HAS_LIGHTMAP = !! material.lightMap;
const HAS_BUMPMAP = !! material.bumpMap;
const HAS_NORMALMAP = !! material.normalMap;
const HAS_DISPLACEMENTMAP = !! material.displacementMap;
const HAS_EMISSIVEMAP = !! material.emissiveMap;
const HAS_METALNESSMAP = !! material.metalnessMap;
const HAS_ROUGHNESSMAP = !! material.roughnessMap;
const HAS_ANISOTROPY = material.anisotropy > 0;
const HAS_CLEARCOAT = material.clearcoat > 0;
const HAS_DISPERSION = material.dispersion > 0;
const HAS_IRIDESCENCE = material.iridescence > 0;
const HAS_SHEEN = material.sheen > 0;
const HAS_TRANSMISSION = material.transmission > 0;
const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !! material.anisotropyMap;
const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !! material.clearcoatMap;
const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !! material.clearcoatNormalMap;
const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !! material.clearcoatRoughnessMap;
const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !! material.iridescenceMap;
const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !! material.iridescenceThicknessMap;
const HAS_SHEEN_COLORMAP = HAS_SHEEN && !! material.sheenColorMap;
const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !! material.sheenRoughnessMap;
const HAS_SPECULARMAP = !! material.specularMap;
const HAS_SPECULAR_COLORMAP = !! material.specularColorMap;
const HAS_SPECULAR_INTENSITYMAP = !! material.specularIntensityMap;
const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !! material.transmissionMap;
const HAS_THICKNESSMAP = HAS_TRANSMISSION && !! material.thicknessMap;
const HAS_GRADIENTMAP = !! material.gradientMap;
const HAS_ALPHAMAP = !! material.alphaMap;
const HAS_ALPHATEST = material.alphaTest > 0;
const HAS_ALPHAHASH = !! material.alphaHash;
const HAS_EXTENSIONS = !! material.extensions;
let toneMapping = NoToneMapping;
if ( material.toneMapped ) {
if ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) {
toneMapping = renderer.toneMapping;
}
}
const parameters = {
shaderID: shaderID,
shaderType: material.type,
shaderName: material.name,
vertexShader: vertexShader,
fragmentShader: fragmentShader,
defines: material.defines,
customVertexShaderID: customVertexShaderID,
customFragmentShaderID: customFragmentShaderID,
isRawShaderMaterial: material.isRawShaderMaterial === true,
glslVersion: material.glslVersion,
precision: precision,
batching: IS_BATCHEDMESH,
batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null,
instancing: IS_INSTANCEDMESH,
instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,
instancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null,
supportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,
outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),
alphaToCoverage: !! material.alphaToCoverage,
map: HAS_MAP,
matcap: HAS_MATCAP,
envMap: HAS_ENVMAP,
envMapMode: HAS_ENVMAP && envMap.mapping,
envMapCubeUVHeight: envMapCubeUVHeight,
aoMap: HAS_AOMAP,
lightMap: HAS_LIGHTMAP,
bumpMap: HAS_BUMPMAP,
normalMap: HAS_NORMALMAP,
displacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP,
emissiveMap: HAS_EMISSIVEMAP,
normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,
normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,
metalnessMap: HAS_METALNESSMAP,
roughnessMap: HAS_ROUGHNESSMAP,
anisotropy: HAS_ANISOTROPY,
anisotropyMap: HAS_ANISOTROPYMAP,
clearcoat: HAS_CLEARCOAT,
clearcoatMap: HAS_CLEARCOATMAP,
clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,
clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,
dispersion: HAS_DISPERSION,
iridescence: HAS_IRIDESCENCE,
iridescenceMap: HAS_IRIDESCENCEMAP,
iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,
sheen: HAS_SHEEN,
sheenColorMap: HAS_SHEEN_COLORMAP,
sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,
specularMap: HAS_SPECULARMAP,
specularColorMap: HAS_SPECULAR_COLORMAP,
specularIntensityMap: HAS_SPECULAR_INTENSITYMAP,
transmission: HAS_TRANSMISSION,
transmissionMap: HAS_TRANSMISSIONMAP,
thicknessMap: HAS_THICKNESSMAP,
gradientMap: HAS_GRADIENTMAP,
opaque: material.transparent === false && material.blending === NormalBlending && material.alphaToCoverage === false,
alphaMap: HAS_ALPHAMAP,
alphaTest: HAS_ALPHATEST,
alphaHash: HAS_ALPHAHASH,
combine: material.combine,
//
mapUv: HAS_MAP && getChannel( material.map.channel ),
aoMapUv: HAS_AOMAP && getChannel( material.aoMap.channel ),
lightMapUv: HAS_LIGHTMAP && getChannel( material.lightMap.channel ),
bumpMapUv: HAS_BUMPMAP && getChannel( material.bumpMap.channel ),
normalMapUv: HAS_NORMALMAP && getChannel( material.normalMap.channel ),
displacementMapUv: HAS_DISPLACEMENTMAP && getChannel( material.displacementMap.channel ),
emissiveMapUv: HAS_EMISSIVEMAP && getChannel( material.emissiveMap.channel ),
metalnessMapUv: HAS_METALNESSMAP && getChannel( material.metalnessMap.channel ),
roughnessMapUv: HAS_ROUGHNESSMAP && getChannel( material.roughnessMap.channel ),
anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel( material.anisotropyMap.channel ),
clearcoatMapUv: HAS_CLEARCOATMAP && getChannel( material.clearcoatMap.channel ),
clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel( material.clearcoatNormalMap.channel ),
clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel( material.clearcoatRoughnessMap.channel ),
iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel( material.iridescenceMap.channel ),
iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel( material.iridescenceThicknessMap.channel ),
sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel( material.sheenColorMap.channel ),
sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel( material.sheenRoughnessMap.channel ),
specularMapUv: HAS_SPECULARMAP && getChannel( material.specularMap.channel ),
specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel( material.specularColorMap.channel ),
specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel( material.specularIntensityMap.channel ),
transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel( material.transmissionMap.channel ),
thicknessMapUv: HAS_THICKNESSMAP && getChannel( material.thicknessMap.channel ),
alphaMapUv: HAS_ALPHAMAP && getChannel( material.alphaMap.channel ),
//
vertexTangents: !! geometry.attributes.tangent && ( HAS_NORMALMAP || HAS_ANISOTROPY ),
vertexColors: material.vertexColors,
vertexAlphas: material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4,
pointsUvs: object.isPoints === true && !! geometry.attributes.uv && ( HAS_MAP || HAS_ALPHAMAP ),
fog: !! fog,
useFog: material.fog === true,
fogExp2: ( !! fog && fog.isFogExp2 ),
flatShading: material.flatShading === true,
sizeAttenuation: material.sizeAttenuation === true,
logarithmicDepthBuffer: logarithmicDepthBuffer,
reverseDepthBuffer: reverseDepthBuffer,
skinning: object.isSkinnedMesh === true,
morphTargets: geometry.morphAttributes.position !== undefined,
morphNormals: geometry.morphAttributes.normal !== undefined,
morphColors: geometry.morphAttributes.color !== undefined,
morphTargetsCount: morphTargetsCount,
morphTextureStride: morphTextureStride,
numDirLights: lights.directional.length,
numPointLights: lights.point.length,
numSpotLights: lights.spot.length,
numSpotLightMaps: lights.spotLightMap.length,
numRectAreaLights: lights.rectArea.length,
numHemiLights: lights.hemi.length,
numDirLightShadows: lights.directionalShadowMap.length,
numPointLightShadows: lights.pointShadowMap.length,
numSpotLightShadows: lights.spotShadowMap.length,
numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
numLightProbes: lights.numLightProbes,
numClippingPlanes: clipping.numPlanes,
numClipIntersection: clipping.numIntersection,
dithering: material.dithering,
shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
shadowMapType: renderer.shadowMap.type,
toneMapping: toneMapping,
decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),
decodeVideoTextureEmissive: HAS_EMISSIVEMAP && ( material.emissiveMap.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.emissiveMap.colorSpace ) === SRGBTransfer ),
premultipliedAlpha: material.premultipliedAlpha,
doubleSided: material.side === DoubleSide,
flipSided: material.side === BackSide,
useDepthPacking: material.depthPacking >= 0,
depthPacking: material.depthPacking || 0,
index0AttributeName: material.index0AttributeName,
extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ),
extensionMultiDraw: ( HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH ) && extensions.has( 'WEBGL_multi_draw' ),
rendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ),
customProgramCacheKey: material.customProgramCacheKey()
};
// the usage of getChannel() determines the active texture channels for this shader
parameters.vertexUv1s = _activeChannels.has( 1 );
parameters.vertexUv2s = _activeChannels.has( 2 );
parameters.vertexUv3s = _activeChannels.has( 3 );
_activeChannels.clear();
return parameters;
}
function getProgramCacheKey( parameters ) {
const array = [];
if ( parameters.shaderID ) {
array.push( parameters.shaderID );
} else {
array.push( parameters.customVertexShaderID );
array.push( parameters.customFragmentShaderID );
}
if ( parameters.defines !== undefined ) {
for ( const name in parameters.defines ) {
array.push( name );
array.push( parameters.defines[ name ] );
}
}
if ( parameters.isRawShaderMaterial === false ) {
getProgramCacheKeyParameters( array, parameters );
getProgramCacheKeyBooleans( array, parameters );
array.push( renderer.outputColorSpace );
}
array.push( parameters.customProgramCacheKey );
return array.join();
}
function getProgramCacheKeyParameters( array, parameters ) {
array.push( parameters.precision );
array.push( parameters.outputColorSpace );
array.push( parameters.envMapMode );
array.push( parameters.envMapCubeUVHeight );
array.push( parameters.mapUv );
array.push( parameters.alphaMapUv );
array.push( parameters.lightMapUv );
array.push( parameters.aoMapUv );
array.push( parameters.bumpMapUv );
array.push( parameters.normalMapUv );
array.push( parameters.displacementMapUv );
array.push( parameters.emissiveMapUv );
array.push( parameters.metalnessMapUv );
array.push( parameters.roughnessMapUv );
array.push( parameters.anisotropyMapUv );
array.push( parameters.clearcoatMapUv );
array.push( parameters.clearcoatNormalMapUv );
array.push( parameters.clearcoatRoughnessMapUv );
array.push( parameters.iridescenceMapUv );
array.push( parameters.iridescenceThicknessMapUv );
array.push( parameters.sheenColorMapUv );
array.push( parameters.sheenRoughnessMapUv );
array.push( parameters.specularMapUv );
array.push( parameters.specularColorMapUv );
array.push( parameters.specularIntensityMapUv );
array.push( parameters.transmissionMapUv );
array.push( parameters.thicknessMapUv );
array.push( parameters.combine );
array.push( parameters.fogExp2 );
array.push( parameters.sizeAttenuation );
array.push( parameters.morphTargetsCount );
array.push( parameters.morphAttributeCount );
array.push( parameters.numDirLights );
array.push( parameters.numPointLights );
array.push( parameters.numSpotLights );
array.push( parameters.numSpotLightMaps );
array.push( parameters.numHemiLights );
array.push( parameters.numRectAreaLights );
array.push( parameters.numDirLightShadows );
array.push( parameters.numPointLightShadows );
array.push( parameters.numSpotLightShadows );
array.push( parameters.numSpotLightShadowsWithMaps );
array.push( parameters.numLightProbes );
array.push( parameters.shadowMapType );
array.push( parameters.toneMapping );
array.push( parameters.numClippingPlanes );
array.push( parameters.numClipIntersection );
array.push( parameters.depthPacking );
}
function getProgramCacheKeyBooleans( array, parameters ) {
_programLayers.disableAll();
if ( parameters.supportsVertexTextures )
_programLayers.enable( 0 );
if ( parameters.instancing )
_programLayers.enable( 1 );
if ( parameters.instancingColor )
_programLayers.enable( 2 );
if ( parameters.instancingMorph )
_programLayers.enable( 3 );
if ( parameters.matcap )
_programLayers.enable( 4 );
if ( parameters.envMap )
_programLayers.enable( 5 );
if ( parameters.normalMapObjectSpace )
_programLayers.enable( 6 );
if ( parameters.normalMapTangentSpace )
_programLayers.enable( 7 );
if ( parameters.clearcoat )
_programLayers.enable( 8 );
if ( parameters.iridescence )
_programLayers.enable( 9 );
if ( parameters.alphaTest )
_programLayers.enable( 10 );
if ( parameters.vertexColors )
_programLayers.enable( 11 );
if ( parameters.vertexAlphas )
_programLayers.enable( 12 );
if ( parameters.vertexUv1s )
_programLayers.enable( 13 );
if ( parameters.vertexUv2s )
_programLayers.enable( 14 );
if ( parameters.vertexUv3s )
_programLayers.enable( 15 );
if ( parameters.vertexTangents )
_programLayers.enable( 16 );
if ( parameters.anisotropy )
_programLayers.enable( 17 );
if ( parameters.alphaHash )
_programLayers.enable( 18 );
if ( parameters.batching )
_programLayers.enable( 19 );
if ( parameters.dispersion )
_programLayers.enable( 20 );
if ( parameters.batchingColor )
_programLayers.enable( 21 );
array.push( _programLayers.mask );
_programLayers.disableAll();
if ( parameters.fog )
_programLayers.enable( 0 );
if ( parameters.useFog )
_programLayers.enable( 1 );
if ( parameters.flatShading )
_programLayers.enable( 2 );
if ( parameters.logarithmicDepthBuffer )
_programLayers.enable( 3 );
if ( parameters.reverseDepthBuffer )
_programLayers.enable( 4 );
if ( parameters.skinning )
_programLayers.enable( 5 );
if ( parameters.morphTargets )
_programLayers.enable( 6 );
if ( parameters.morphNormals )
_programLayers.enable( 7 );
if ( parameters.morphColors )
_programLayers.enable( 8 );
if ( parameters.premultipliedAlpha )
_programLayers.enable( 9 );
if ( parameters.shadowMapEnabled )
_programLayers.enable( 10 );
if ( parameters.doubleSided )
_programLayers.enable( 11 );
if ( parameters.flipSided )
_programLayers.enable( 12 );
if ( parameters.useDepthPacking )
_programLayers.enable( 13 );
if ( parameters.dithering )
_programLayers.enable( 14 );
if ( parameters.transmission )
_programLayers.enable( 15 );
if ( parameters.sheen )
_programLayers.enable( 16 );
if ( parameters.opaque )
_programLayers.enable( 17 );
if ( parameters.pointsUvs )
_programLayers.enable( 18 );
if ( parameters.decodeVideoTexture )
_programLayers.enable( 19 );
if ( parameters.decodeVideoTextureEmissive )
_programLayers.enable( 20 );
if ( parameters.alphaToCoverage )
_programLayers.enable( 21 );
array.push( _programLayers.mask );
}
function getUniforms( material ) {
const shaderID = shaderIDs[ material.type ];
let uniforms;
if ( shaderID ) {
const shader = ShaderLib[ shaderID ];
uniforms = UniformsUtils.clone( shader.uniforms );
} else {
uniforms = material.uniforms;
}
return uniforms;
}
function acquireProgram( parameters, cacheKey ) {
let program;
// Check if code has been already compiled
for ( let p = 0, pl = programs.length; p < pl; p ++ ) {
const preexistingProgram = programs[ p ];
if ( preexistingProgram.cacheKey === cacheKey ) {
program = preexistingProgram;
++ program.usedTimes;
break;
}
}
if ( program === undefined ) {
program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
programs.push( program );
}
return program;
}
function releaseProgram( program ) {
if ( -- program.usedTimes === 0 ) {
// Remove from unordered set
const i = programs.indexOf( program );
programs[ i ] = programs[ programs.length - 1 ];
programs.pop();
// Free WebGL resources
program.destroy();
}
}
function releaseShaderCache( material ) {
_customShaders.remove( material );
}
function dispose() {
_customShaders.dispose();
}
return {
getParameters: getParameters,
getProgramCacheKey: getProgramCacheKey,
getUniforms: getUniforms,
acquireProgram: acquireProgram,
releaseProgram: releaseProgram,
releaseShaderCache: releaseShaderCache,
// Exposed for resource monitoring & error feedback via renderer.info:
programs: programs,
dispose: dispose
};
}
function WebGLProperties() {
let properties = new WeakMap();
function has( object ) {
return properties.has( object );
}
function get( object ) {
let map = properties.get( object );
if ( map === undefined ) {
map = {};
properties.set( object, map );
}
return map;
}
function remove( object ) {
properties.delete( object );
}
function update( object, key, value ) {
properties.get( object )[ key ] = value;
}
function dispose() {
properties = new WeakMap();
}
return {
has: has,
get: get,
remove: remove,
update: update,
dispose: dispose
};
}
function painterSortStable( a, b ) {
if ( a.groupOrder !== b.groupOrder ) {
return a.groupOrder - b.groupOrder;
} else if ( a.renderOrder !== b.renderOrder ) {
return a.renderOrder - b.renderOrder;
} else if ( a.material.id !== b.material.id ) {
return a.material.id - b.material.id;
} else if ( a.z !== b.z ) {
return a.z - b.z;
} else {
return a.id - b.id;
}
}
function reversePainterSortStable( a, b ) {
if ( a.groupOrder !== b.groupOrder ) {
return a.groupOrder - b.groupOrder;
} else if ( a.renderOrder !== b.renderOrder ) {
return a.renderOrder - b.renderOrder;
} else if ( a.z !== b.z ) {
return b.z - a.z;
} else {
return a.id - b.id;
}
}
function WebGLRenderList() {
const renderItems = [];
let renderItemsIndex = 0;
const opaque = [];
const transmissive = [];
const transparent = [];
function init() {
renderItemsIndex = 0;
opaque.length = 0;
transmissive.length = 0;
transparent.length = 0;
}
function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
let renderItem = renderItems[ renderItemsIndex ];
if ( renderItem === undefined ) {
renderItem = {
id: object.id,
object: object,
geometry: geometry,
material: material,
groupOrder: groupOrder,
renderOrder: object.renderOrder,
z: z,
group: group
};
renderItems[ renderItemsIndex ] = renderItem;
} else {
renderItem.id = object.id;
renderItem.object = object;
renderItem.geometry = geometry;
renderItem.material = material;
renderItem.groupOrder = groupOrder;
renderItem.renderOrder = object.renderOrder;
renderItem.z = z;
renderItem.group = group;
}
renderItemsIndex ++;
return renderItem;
}
function push( object, geometry, material, groupOrder, z, group ) {
const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
if ( material.transmission > 0.0 ) {
transmissive.push( renderItem );
} else if ( material.transparent === true ) {
transparent.push( renderItem );
} else {
opaque.push( renderItem );
}
}
function unshift( object, geometry, material, groupOrder, z, group ) {
const renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
if ( material.transmission > 0.0 ) {
transmissive.unshift( renderItem );
} else if ( material.transparent === true ) {
transparent.unshift( renderItem );
} else {
opaque.unshift( renderItem );
}
}
function sort( customOpaqueSort, customTransparentSort ) {
if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );
if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );
if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );
}
function finish() {
// Clear references from inactive renderItems in the list
for ( let i = renderItemsIndex, il = renderItems.length; i < il; i ++ ) {
const renderItem = renderItems[ i ];
if ( renderItem.id === null ) break;
renderItem.id = null;
renderItem.object = null;
renderItem.geometry = null;
renderItem.material = null;
renderItem.group = null;
}
}
return {
opaque: opaque,
transmissive: transmissive,
transparent: transparent,
init: init,
push: push,
unshift: unshift,
finish: finish,
sort: sort
};
}
function WebGLRenderLists() {
let lists = new WeakMap();
function get( scene, renderCallDepth ) {
const listArray = lists.get( scene );
let list;
if ( listArray === undefined ) {
list = new WebGLRenderList();
lists.set( scene, [ list ] );
} else {
if ( renderCallDepth >= listArray.length ) {
list = new WebGLRenderList();
listArray.push( list );
} else {
list = listArray[ renderCallDepth ];
}
}
return list;
}
function dispose() {
lists = new WeakMap();
}
return {
get: get,
dispose: dispose
};
}
function UniformsCache() {
const lights = {};
return {
get: function ( light ) {
if ( lights[ light.id ] !== undefined ) {
return lights[ light.id ];
}
let uniforms;
switch ( light.type ) {
case 'DirectionalLight':
uniforms = {
direction: new Vector3(),
color: new Color()
};
break;
case 'SpotLight':
uniforms = {
position: new Vector3(),
direction: new Vector3(),
color: new Color(),
distance: 0,
coneCos: 0,
penumbraCos: 0,
decay: 0
};
break;
case 'PointLight':
uniforms = {
position: new Vector3(),
color: new Color(),
distance: 0,
decay: 0
};
break;
case 'HemisphereLight':
uniforms = {
direction: new Vector3(),
skyColor: new Color(),
groundColor: new Color()
};
break;
case 'RectAreaLight':
uniforms = {
color: new Color(),
position: new Vector3(),
halfWidth: new Vector3(),
halfHeight: new Vector3()
};
break;
}
lights[ light.id ] = uniforms;
return uniforms;
}
};
}
function ShadowUniformsCache() {
const lights = {};
return {
get: function ( light ) {
if ( lights[ light.id ] !== undefined ) {
return lights[ light.id ];
}
let uniforms;
switch ( light.type ) {
case 'DirectionalLight':
uniforms = {
shadowIntensity: 1,
shadowBias: 0,
shadowNormalBias: 0,
shadowRadius: 1,
shadowMapSize: new Vector2()
};
break;
case 'SpotLight':
uniforms = {
shadowIntensity: 1,
shadowBias: 0,
shadowNormalBias: 0,
shadowRadius: 1,
shadowMapSize: new Vector2()
};
break;
case 'PointLight':
uniforms = {
shadowIntensity: 1,
shadowBias: 0,
shadowNormalBias: 0,
shadowRadius: 1,
shadowMapSize: new Vector2(),
shadowCameraNear: 1,
shadowCameraFar: 1000
};
break;
// TODO (abelnation): set RectAreaLight shadow uniforms
}
lights[ light.id ] = uniforms;
return uniforms;
}
};
}
let nextVersion = 0;
function shadowCastingAndTexturingLightsFirst( lightA, lightB ) {
return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 );
}
function WebGLLights( extensions ) {
const cache = new UniformsCache();
const shadowCache = ShadowUniformsCache();
const state = {
version: 0,
hash: {
directionalLength: -1,
pointLength: -1,
spotLength: -1,
rectAreaLength: -1,
hemiLength: -1,
numDirectionalShadows: -1,
numPointShadows: -1,
numSpotShadows: -1,
numSpotMaps: -1,
numLightProbes: -1
},
ambient: [ 0, 0, 0 ],
probe: [],
directional: [],
directionalShadow: [],
directionalShadowMap: [],
directionalShadowMatrix: [],
spot: [],
spotLightMap: [],
spotShadow: [],
spotShadowMap: [],
spotLightMatrix: [],
rectArea: [],
rectAreaLTC1: null,
rectAreaLTC2: null,
point: [],
pointShadow: [],
pointShadowMap: [],
pointShadowMatrix: [],
hemi: [],
numSpotLightShadowsWithMaps: 0,
numLightProbes: 0
};
for ( let i = 0; i < 9; i ++ ) state.probe.push( new Vector3() );
const vector3 = new Vector3();
const matrix4 = new Matrix4();
const matrix42 = new Matrix4();
function setup( lights ) {
let r = 0, g = 0, b = 0;
for ( let i = 0; i < 9; i ++ ) state.probe[ i ].set( 0, 0, 0 );
let directionalLength = 0;
let pointLength = 0;
let spotLength = 0;
let rectAreaLength = 0;
let hemiLength = 0;
let numDirectionalShadows = 0;
let numPointShadows = 0;
let numSpotShadows = 0;
let numSpotMaps = 0;
let numSpotShadowsWithMaps = 0;
let numLightProbes = 0;
// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]
lights.sort( shadowCastingAndTexturingLightsFirst );
for ( let i = 0, l = lights.length; i < l; i ++ ) {
const light = lights[ i ];
const color = light.color;
const intensity = light.intensity;
const distance = light.distance;
const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
if ( light.isAmbientLight ) {
r += color.r * intensity;
g += color.g * intensity;
b += color.b * intensity;
} else if ( light.isLightProbe ) {
for ( let j = 0; j < 9; j ++ ) {
state.probe[ j ].addScaledVector( light.sh.coefficients[ j ], intensity );
}
numLightProbes ++;
} else if ( light.isDirectionalLight ) {
const uniforms = cache.get( light );
uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
if ( light.castShadow ) {
const shadow = light.shadow;
const shadowUniforms = shadowCache.get( light );
shadowUniforms.shadowIntensity = shadow.intensity;
shadowUniforms.shadowBias = shadow.bias;
shadowUniforms.shadowNormalBias = shadow.normalBias;
shadowUniforms.shadowRadius = shadow.radius;
shadowUniforms.shadowMapSize = shadow.mapSize;
state.directionalShadow[ directionalLength ] = shadowUniforms;
state.directionalShadowMap[ directionalLength ] = shadowMap;
state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
numDirectionalShadows ++;
}
state.directional[ directionalLength ] = uniforms;
directionalLength ++;
} else if ( light.isSpotLight ) {
const uniforms = cache.get( light );
uniforms.position.setFromMatrixPosition( light.matrixWorld );
uniforms.color.copy( color ).multiplyScalar( intensity );
uniforms.distance = distance;
uniforms.coneCos = Math.cos( light.angle );
uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
uniforms.decay = light.decay;
state.spot[ spotLength ] = uniforms;
const shadow = light.shadow;
if ( light.map ) {
state.spotLightMap[ numSpotMaps ] = light.map;
numSpotMaps ++;
// make sure the lightMatrix is up to date
// TODO : do it if required only
shadow.updateMatrices( light );
if ( light.castShadow ) numSpotShadowsWithMaps ++;
}
state.spotLightMatrix[ spotLength ] = shadow.matrix;
if ( light.castShadow ) {
const shadowUniforms = shadowCache.get( light );
shadowUniforms.shadowIntensity = shadow.intensity;
shadowUniforms.shadowBias = shadow.bias;
shadowUniforms.shadowNormalBias = shadow.normalBias;
shadowUniforms.shadowRadius = shadow.radius;
shadowUniforms.shadowMapSize = shadow.mapSize;
state.spotShadow[ spotLength ] = shadowUniforms;
state.spotShadowMap[ spotLength ] = shadowMap;
numSpotShadows ++;
}
spotLength ++;
} else if ( light.isRectAreaLight ) {
const uniforms = cache.get( light );
uniforms.color.copy( color ).multiplyScalar( intensity );
uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
state.rectArea[ rectAreaLength ] = uniforms;
rectAreaLength ++;
} else if ( light.isPointLight ) {
const uniforms = cache.get( light );
uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
uniforms.distance = light.distance;
uniforms.decay = light.decay;
if ( light.castShadow ) {
const shadow = light.shadow;
const shadowUniforms = shadowCache.get( light );
shadowUniforms.shadowIntensity = shadow.intensity;
shadowUniforms.shadowBias = shadow.bias;
shadowUniforms.shadowNormalBias = shadow.normalBias;
shadowUniforms.shadowRadius = shadow.radius;
shadowUniforms.shadowMapSize = shadow.mapSize;
shadowUniforms.shadowCameraNear = shadow.camera.near;
shadowUniforms.shadowCameraFar = shadow.camera.far;
state.pointShadow[ pointLength ] = shadowUniforms;
state.pointShadowMap[ pointLength ] = shadowMap;
state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
numPointShadows ++;
}
state.point[ pointLength ] = uniforms;
pointLength ++;
} else if ( light.isHemisphereLight ) {
const uniforms = cache.get( light );
uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
state.hemi[ hemiLength ] = uniforms;
hemiLength ++;
}
}
if ( rectAreaLength > 0 ) {
if ( extensions.has( 'OES_texture_float_linear' ) === true ) {
state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
} else {
state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
}
}
state.ambient[ 0 ] = r;
state.ambient[ 1 ] = g;
state.ambient[ 2 ] = b;
const hash = state.hash;
if ( hash.directionalLength !== directionalLength ||
hash.pointLength !== pointLength ||
hash.spotLength !== spotLength ||
hash.rectAreaLength !== rectAreaLength ||
hash.hemiLength !== hemiLength ||
hash.numDirectionalShadows !== numDirectionalShadows ||
hash.numPointShadows !== numPointShadows ||
hash.numSpotShadows !== numSpotShadows ||
hash.numSpotMaps !== numSpotMaps ||
hash.numLightProbes !== numLightProbes ) {
state.directional.length = directionalLength;
state.spot.length = spotLength;
state.rectArea.length = rectAreaLength;
state.point.length = pointLength;
state.hemi.length = hemiLength;
state.directionalShadow.length = numDirectionalShadows;
state.directionalShadowMap.length = numDirectionalShadows;
state.pointShadow.length = numPointShadows;
state.pointShadowMap.length = numPointShadows;
state.spotShadow.length = numSpotShadows;
state.spotShadowMap.length = numSpotShadows;
state.directionalShadowMatrix.length = numDirectionalShadows;
state.pointShadowMatrix.length = numPointShadows;
state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
state.spotLightMap.length = numSpotMaps;
state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
state.numLightProbes = numLightProbes;
hash.directionalLength = directionalLength;
hash.pointLength = pointLength;
hash.spotLength = spotLength;
hash.rectAreaLength = rectAreaLength;
hash.hemiLength = hemiLength;
hash.numDirectionalShadows = numDirectionalShadows;
hash.numPointShadows = numPointShadows;
hash.numSpotShadows = numSpotShadows;
hash.numSpotMaps = numSpotMaps;
hash.numLightProbes = numLightProbes;
state.version = nextVersion ++;
}
}
function setupView( lights, camera ) {
let directionalLength = 0;
let pointLength = 0;
let spotLength = 0;
let rectAreaLength = 0;
let hemiLength = 0;
const viewMatrix = camera.matrixWorldInverse;
for ( let i = 0, l = lights.length; i < l; i ++ ) {
const light = lights[ i ];
if ( light.isDirectionalLight ) {
const uniforms = state.directional[ directionalLength ];
uniforms.direction.setFromMatrixPosition( light.matrixWorld );
vector3.setFromMatrixPosition( light.target.matrixWorld );
uniforms.direction.sub( vector3 );
uniforms.direction.transformDirection( viewMatrix );
directionalLength ++;
} else if ( light.isSpotLight ) {
const uniforms = state.spot[ spotLength ];
uniforms.position.setFromMatrixPosition( light.matrixWorld );
uniforms.position.applyMatrix4( viewMatrix );
uniforms.direction.setFromMatrixPosition( light.matrixWorld );
vector3.setFromMatrixPosition( light.target.matrixWorld );
uniforms.direction.sub( vector3 );
uniforms.direction.transformDirection( viewMatrix );
spotLength ++;
} else if ( light.isRectAreaLight ) {
const uniforms = state.rectArea[ rectAreaLength ];
uniforms.position.setFromMatrixPosition( light.matrixWorld );
uniforms.position.applyMatrix4( viewMatrix );
// extract local rotation of light to derive width/height half vectors
matrix42.identity();
matrix4.copy( light.matrixWorld );
matrix4.premultiply( viewMatrix );
matrix42.extractRotation( matrix4 );
uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
uniforms.halfWidth.applyMatrix4( matrix42 );
uniforms.halfHeight.applyMatrix4( matrix42 );
rectAreaLength ++;
} else if ( light.isPointLight ) {
const uniforms = state.point[ pointLength ];
uniforms.position.setFromMatrixPosition( light.matrixWorld );
uniforms.position.applyMatrix4( viewMatrix );
pointLength ++;
} else if ( light.isHemisphereLight ) {
const uniforms = state.hemi[ hemiLength ];
uniforms.direction.setFromMatrixPosition( light.matrixWorld );
uniforms.direction.transformDirection( viewMatrix );
hemiLength ++;
}
}
}
return {
setup: setup,
setupView: setupView,
state: state
};
}
function WebGLRenderState( extensions ) {
const lights = new WebGLLights( extensions );
const lightsArray = [];
const shadowsArray = [];
function init( camera ) {
state.camera = camera;
lightsArray.length = 0;
shadowsArray.length = 0;
}
function pushLight( light ) {
lightsArray.push( light );
}
function pushShadow( shadowLight ) {
shadowsArray.push( shadowLight );
}
function setupLights() {
lights.setup( lightsArray );
}
function setupLightsView( camera ) {
lights.setupView( lightsArray, camera );
}
const state = {
lightsArray: lightsArray,
shadowsArray: shadowsArray,
camera: null,
lights: lights,
transmissionRenderTarget: {}
};
return {
init: init,
state: state,
setupLights: setupLights,
setupLightsView: setupLightsView,
pushLight: pushLight,
pushShadow: pushShadow
};
}
function WebGLRenderStates( extensions ) {
let renderStates = new WeakMap();
function get( scene, renderCallDepth = 0 ) {
const renderStateArray = renderStates.get( scene );
let renderState;
if ( renderStateArray === undefined ) {
renderState = new WebGLRenderState( extensions );
renderStates.set( scene, [ renderState ] );
} else {
if ( renderCallDepth >= renderStateArray.length ) {
renderState = new WebGLRenderState( extensions );
renderStateArray.push( renderState );
} else {
renderState = renderStateArray[ renderCallDepth ];
}
}
return renderState;
}
function dispose() {
renderStates = new WeakMap();
}
return {
get: get,
dispose: dispose
};
}
const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";
const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";
function WebGLShadowMap( renderer, objects, capabilities ) {
let _frustum = new Frustum();
const _shadowMapSize = new Vector2(),
_viewportSize = new Vector2(),
_viewport = new Vector4(),
_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),
_distanceMaterial = new MeshDistanceMaterial(),
_materialCache = {},
_maxTextureSize = capabilities.maxTextureSize;
const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };
const shadowMaterialVertical = new ShaderMaterial( {
defines: {
VSM_SAMPLES: 8
},
uniforms: {
shadow_pass: { value: null },
resolution: { value: new Vector2() },
radius: { value: 4.0 }
},
vertexShader: vertex,
fragmentShader: fragment
} );
const shadowMaterialHorizontal = shadowMaterialVertical.clone();
shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
const fullScreenTri = new BufferGeometry();
fullScreenTri.setAttribute(
'position',
new BufferAttribute(
new Float32Array( [ -1, -1, 0.5, 3, -1, 0.5, -1, 3, 0.5 ] ),
3
)
);
const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );
const scope = this;
this.enabled = false;
this.autoUpdate = true;
this.needsUpdate = false;
this.type = PCFShadowMap;
let _previousType = this.type;
this.render = function ( lights, scene, camera ) {
if ( scope.enabled === false ) return;
if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
if ( lights.length === 0 ) return;
const currentRenderTarget = renderer.getRenderTarget();
const activeCubeFace = renderer.getActiveCubeFace();
const activeMipmapLevel = renderer.getActiveMipmapLevel();
const _state = renderer.state;
// Set GL state for depth map.
_state.setBlending( NoBlending );
_state.buffers.color.setClear( 1, 1, 1, 1 );
_state.buffers.depth.setTest( true );
_state.setScissorTest( false );
// check for shadow map type changes
const toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap );
const fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap );
// render depth map
for ( let i = 0, il = lights.length; i < il; i ++ ) {
const light = lights[ i ];
const shadow = light.shadow;
if ( shadow === undefined ) {
console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
continue;
}
if ( shadow.autoUpdate === false && shadow.needsUpdate === false ) continue;
_shadowMapSize.copy( shadow.mapSize );
const shadowFrameExtents = shadow.getFrameExtents();
_shadowMapSize.multiply( shadowFrameExtents );
_viewportSize.copy( shadow.mapSize );
if ( _shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize ) {
if ( _shadowMapSize.x > _maxTextureSize ) {
_viewportSize.x = Math.floor( _maxTextureSize / shadowFrameExtents.x );
_shadowMapSize.x = _viewportSize.x * shadowFrameExtents.x;
shadow.mapSize.x = _viewportSize.x;
}
if ( _shadowMapSize.y > _maxTextureSize ) {
_viewportSize.y = Math.floor( _maxTextureSize / shadowFrameExtents.y );
_shadowMapSize.y = _viewportSize.y * shadowFrameExtents.y;
shadow.mapSize.y = _viewportSize.y;
}
}
if ( shadow.map === null || toVSM === true || fromVSM === true ) {
const pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};
if ( shadow.map !== null ) {
shadow.map.dispose();
}
shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
shadow.map.texture.name = light.name + '.shadowMap';
shadow.camera.updateProjectionMatrix();
}
renderer.setRenderTarget( shadow.map );
renderer.clear();
const viewportCount = shadow.getViewportCount();
for ( let vp = 0; vp < viewportCount; vp ++ ) {
const viewport = shadow.getViewport( vp );
_viewport.set(
_viewportSize.x * viewport.x,
_viewportSize.y * viewport.y,
_viewportSize.x * viewport.z,
_viewportSize.y * viewport.w
);
_state.viewport( _viewport );
shadow.updateMatrices( light, vp );
_frustum = shadow.getFrustum();
renderObject( scene, camera, shadow.camera, light, this.type );
}
// do blur pass for VSM
if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) {
VSMPass( shadow, camera );
}
shadow.needsUpdate = false;
}
_previousType = this.type;
scope.needsUpdate = false;
renderer.setRenderTarget( currentRenderTarget, activeCubeFace, activeMipmapLevel );
};
function VSMPass( shadow, camera ) {
const geometry = objects.update( fullScreenMesh );
if ( shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples ) {
shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;
shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;
shadowMaterialVertical.needsUpdate = true;
shadowMaterialHorizontal.needsUpdate = true;
}
if ( shadow.mapPass === null ) {
shadow.mapPass = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y );
}
// vertical pass
shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
shadowMaterialVertical.uniforms.radius.value = shadow.radius;
renderer.setRenderTarget( shadow.mapPass );
renderer.clear();
renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );
// horizontal pass
shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
renderer.setRenderTarget( shadow.map );
renderer.clear();
renderer.renderBufferDirect( camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null );
}
function getDepthMaterial( object, material, light, type ) {
let result = null;
const customMaterial = ( light.isPointLight === true ) ? object.customDistanceMaterial : object.customDepthMaterial;
if ( customMaterial !== undefined ) {
result = customMaterial;
} else {
result = ( light.isPointLight === true ) ? _distanceMaterial : _depthMaterial;
if ( ( renderer.localClippingEnabled && material.clipShadows === true && Array.isArray( material.clippingPlanes ) && material.clippingPlanes.length !== 0 ) ||
( material.displacementMap && material.displacementScale !== 0 ) ||
( material.alphaMap && material.alphaTest > 0 ) ||
( material.map && material.alphaTest > 0 ) ) {
// in this case we need a unique material instance reflecting the
// appropriate state
const keyA = result.uuid, keyB = material.uuid;
let materialsForVariant = _materialCache[ keyA ];
if ( materialsForVariant === undefined ) {
materialsForVariant = {};
_materialCache[ keyA ] = materialsForVariant;
}
let cachedMaterial = materialsForVariant[ keyB ];
if ( cachedMaterial === undefined ) {
cachedMaterial = result.clone();
materialsForVariant[ keyB ] = cachedMaterial;
material.addEventListener( 'dispose', onMaterialDispose );
}
result = cachedMaterial;
}
}
result.visible = material.visible;
result.wireframe = material.wireframe;
if ( type === VSMShadowMap ) {
result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;
} else {
result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];
}
result.alphaMap = material.alphaMap;
result.alphaTest = material.alphaTest;
result.map = material.map;
result.clipShadows = material.clipShadows;
result.clippingPlanes = material.clippingPlanes;
result.clipIntersection = material.clipIntersection;
result.displacementMap = material.displacementMap;
result.displacementScale = material.displacementScale;
result.displacementBias = material.displacementBias;
result.wireframeLinewidth = material.wireframeLinewidth;
result.linewidth = material.linewidth;
if ( light.isPointLight === true && result.isMeshDistanceMaterial === true ) {
const materialProperties = renderer.properties.get( result );
materialProperties.light = light;
}
return result;
}
function renderObject( object, camera, shadowCamera, light, type ) {
if ( object.visible === false ) return;
const visible = object.layers.test( camera.layers );
if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
const geometry = objects.update( object );
const material = object.material;
if ( Array.isArray( material ) ) {
const groups = geometry.groups;
for ( let k = 0, kl = groups.length; k < kl; k ++ ) {
const group = groups[ k ];
const groupMaterial = material[ group.materialIndex ];
if ( groupMaterial && groupMaterial.visible ) {
const depthMaterial = getDepthMaterial( object, groupMaterial, light, type );
object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, group );
}
}
} else if ( material.visible ) {
const depthMaterial = getDepthMaterial( object, material, light, type );
object.onBeforeShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
object.onAfterShadow( renderer, object, camera, shadowCamera, geometry, depthMaterial, null );
}
}
}
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
renderObject( children[ i ], camera, shadowCamera, light, type );
}
}
function onMaterialDispose( event ) {
const material = event.target;
material.removeEventListener( 'dispose', onMaterialDispose );
// make sure to remove the unique distance/depth materials used for shadow map rendering
for ( const id in _materialCache ) {
const cache = _materialCache[ id ];
const uuid = event.target.uuid;
if ( uuid in cache ) {
const shadowMaterial = cache[ uuid ];
shadowMaterial.dispose();
delete cache[ uuid ];
}
}
}
}
const reversedFuncs = {
[ NeverDepth ]: AlwaysDepth,
[ LessDepth ]: GreaterDepth,
[ EqualDepth ]: NotEqualDepth,
[ LessEqualDepth ]: GreaterEqualDepth,
[ AlwaysDepth ]: NeverDepth,
[ GreaterDepth ]: LessDepth,
[ NotEqualDepth ]: EqualDepth,
[ GreaterEqualDepth ]: LessEqualDepth,
};
function WebGLState( gl, extensions ) {
function ColorBuffer() {
let locked = false;
const color = new Vector4();
let currentColorMask = null;
const currentColorClear = new Vector4( 0, 0, 0, 0 );
return {
setMask: function ( colorMask ) {
if ( currentColorMask !== colorMask && ! locked ) {
gl.colorMask( colorMask, colorMask, colorMask, colorMask );
currentColorMask = colorMask;
}
},
setLocked: function ( lock ) {
locked = lock;
},
setClear: function ( r, g, b, a, premultipliedAlpha ) {
if ( premultipliedAlpha === true ) {
r *= a; g *= a; b *= a;
}
color.set( r, g, b, a );
if ( currentColorClear.equals( color ) === false ) {
gl.clearColor( r, g, b, a );
currentColorClear.copy( color );
}
},
reset: function () {
locked = false;
currentColorMask = null;
currentColorClear.set( -1, 0, 0, 0 ); // set to invalid state
}
};
}
function DepthBuffer() {
let locked = false;
let reversed = false;
let currentDepthMask = null;
let currentDepthFunc = null;
let currentDepthClear = null;
return {
setReversed: function ( value ) {
if ( reversed !== value ) {
const ext = extensions.get( 'EXT_clip_control' );
if ( reversed ) {
ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.ZERO_TO_ONE_EXT );
} else {
ext.clipControlEXT( ext.LOWER_LEFT_EXT, ext.NEGATIVE_ONE_TO_ONE_EXT );
}
const oldDepth = currentDepthClear;
currentDepthClear = null;
this.setClear( oldDepth );
}
reversed = value;
},
getReversed: function () {
return reversed;
},
setTest: function ( depthTest ) {
if ( depthTest ) {
enable( gl.DEPTH_TEST );
} else {
disable( gl.DEPTH_TEST );
}
},
setMask: function ( depthMask ) {
if ( currentDepthMask !== depthMask && ! locked ) {
gl.depthMask( depthMask );
currentDepthMask = depthMask;
}
},
setFunc: function ( depthFunc ) {
if ( reversed ) depthFunc = reversedFuncs[ depthFunc ];
if ( currentDepthFunc !== depthFunc ) {
switch ( depthFunc ) {
case NeverDepth:
gl.depthFunc( gl.NEVER );
break;
case AlwaysDepth:
gl.depthFunc( gl.ALWAYS );
break;
case LessDepth:
gl.depthFunc( gl.LESS );
break;
case LessEqualDepth:
gl.depthFunc( gl.LEQUAL );
break;
case EqualDepth:
gl.depthFunc( gl.EQUAL );
break;
case GreaterEqualDepth:
gl.depthFunc( gl.GEQUAL );
break;
case GreaterDepth:
gl.depthFunc( gl.GREATER );
break;
case NotEqualDepth:
gl.depthFunc( gl.NOTEQUAL );
break;
default:
gl.depthFunc( gl.LEQUAL );
}
currentDepthFunc = depthFunc;
}
},
setLocked: function ( lock ) {
locked = lock;
},
setClear: function ( depth ) {
if ( currentDepthClear !== depth ) {
if ( reversed ) {
depth = 1 - depth;
}
gl.clearDepth( depth );
currentDepthClear = depth;
}
},
reset: function () {
locked = false;
currentDepthMask = null;
currentDepthFunc = null;
currentDepthClear = null;
reversed = false;
}
};
}
function StencilBuffer() {
let locked = false;
let currentStencilMask = null;
let currentStencilFunc = null;
let currentStencilRef = null;
let currentStencilFuncMask = null;
let currentStencilFail = null;
let currentStencilZFail = null;
let currentStencilZPass = null;
let currentStencilClear = null;
return {
setTest: function ( stencilTest ) {
if ( ! locked ) {
if ( stencilTest ) {
enable( gl.STENCIL_TEST );
} else {
disable( gl.STENCIL_TEST );
}
}
},
setMask: function ( stencilMask ) {
if ( currentStencilMask !== stencilMask && ! locked ) {
gl.stencilMask( stencilMask );
currentStencilMask = stencilMask;
}
},
setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
if ( currentStencilFunc !== stencilFunc ||
currentStencilRef !== stencilRef ||
currentStencilFuncMask !== stencilMask ) {
gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
currentStencilFunc = stencilFunc;
currentStencilRef = stencilRef;
currentStencilFuncMask = stencilMask;
}
},
setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
if ( currentStencilFail !== stencilFail ||
currentStencilZFail !== stencilZFail ||
currentStencilZPass !== stencilZPass ) {
gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
currentStencilFail = stencilFail;
currentStencilZFail = stencilZFail;
currentStencilZPass = stencilZPass;
}
},
setLocked: function ( lock ) {
locked = lock;
},
setClear: function ( stencil ) {
if ( currentStencilClear !== stencil ) {
gl.clearStencil( stencil );
currentStencilClear = stencil;
}
},
reset: function () {
locked = false;
currentStencilMask = null;
currentStencilFunc = null;
currentStencilRef = null;
currentStencilFuncMask = null;
currentStencilFail = null;
currentStencilZFail = null;
currentStencilZPass = null;
currentStencilClear = null;
}
};
}
//
const colorBuffer = new ColorBuffer();
const depthBuffer = new DepthBuffer();
const stencilBuffer = new StencilBuffer();
const uboBindings = new WeakMap();
const uboProgramMap = new WeakMap();
let enabledCapabilities = {};
let currentBoundFramebuffers = {};
let currentDrawbuffers = new WeakMap();
let defaultDrawbuffers = [];
let currentProgram = null;
let currentBlendingEnabled = false;
let currentBlending = null;
let currentBlendEquation = null;
let currentBlendSrc = null;
let currentBlendDst = null;
let currentBlendEquationAlpha = null;
let currentBlendSrcAlpha = null;
let currentBlendDstAlpha = null;
let currentBlendColor = new Color( 0, 0, 0 );
let currentBlendAlpha = 0;
let currentPremultipledAlpha = false;
let currentFlipSided = null;
let currentCullFace = null;
let currentLineWidth = null;
let currentPolygonOffsetFactor = null;
let currentPolygonOffsetUnits = null;
const maxTextures = gl.getParameter( gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS );
let lineWidthAvailable = false;
let version = 0;
const glVersion = gl.getParameter( gl.VERSION );
if ( glVersion.indexOf( 'WebGL' ) !== -1 ) {
version = parseFloat( /^WebGL (\d)/.exec( glVersion )[ 1 ] );
lineWidthAvailable = ( version >= 1.0 );
} else if ( glVersion.indexOf( 'OpenGL ES' ) !== -1 ) {
version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] );
lineWidthAvailable = ( version >= 2.0 );
}
let currentTextureSlot = null;
let currentBoundTextures = {};
const scissorParam = gl.getParameter( gl.SCISSOR_BOX );
const viewportParam = gl.getParameter( gl.VIEWPORT );
const currentScissor = new Vector4().fromArray( scissorParam );
const currentViewport = new Vector4().fromArray( viewportParam );
function createTexture( type, target, count, dimensions ) {
const data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
const texture = gl.createTexture();
gl.bindTexture( type, texture );
gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
for ( let i = 0; i < count; i ++ ) {
if ( type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY ) {
gl.texImage3D( target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
} else {
gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );
}
}
return texture;
}
const emptyTextures = {};
emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );
emptyTextures[ gl.TEXTURE_2D_ARRAY ] = createTexture( gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1 );
emptyTextures[ gl.TEXTURE_3D ] = createTexture( gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1 );
// init
colorBuffer.setClear( 0, 0, 0, 1 );
depthBuffer.setClear( 1 );
stencilBuffer.setClear( 0 );
enable( gl.DEPTH_TEST );
depthBuffer.setFunc( LessEqualDepth );
setFlipSided( false );
setCullFace( CullFaceBack );
enable( gl.CULL_FACE );
setBlending( NoBlending );
//
function enable( id ) {
if ( enabledCapabilities[ id ] !== true ) {
gl.enable( id );
enabledCapabilities[ id ] = true;
}
}
function disable( id ) {
if ( enabledCapabilities[ id ] !== false ) {
gl.disable( id );
enabledCapabilities[ id ] = false;
}
}
function bindFramebuffer( target, framebuffer ) {
if ( currentBoundFramebuffers[ target ] !== framebuffer ) {
gl.bindFramebuffer( target, framebuffer );
currentBoundFramebuffers[ target ] = framebuffer;
// gl.DRAW_FRAMEBUFFER is equivalent to gl.FRAMEBUFFER
if ( target === gl.DRAW_FRAMEBUFFER ) {
currentBoundFramebuffers[ gl.FRAMEBUFFER ] = framebuffer;
}
if ( target === gl.FRAMEBUFFER ) {
currentBoundFramebuffers[ gl.DRAW_FRAMEBUFFER ] = framebuffer;
}
return true;
}
return false;
}
function drawBuffers( renderTarget, framebuffer ) {
let drawBuffers = defaultDrawbuffers;
let needsUpdate = false;
if ( renderTarget ) {
drawBuffers = currentDrawbuffers.get( framebuffer );
if ( drawBuffers === undefined ) {
drawBuffers = [];
currentDrawbuffers.set( framebuffer, drawBuffers );
}
const textures = renderTarget.textures;
if ( drawBuffers.length !== textures.length || drawBuffers[ 0 ] !== gl.COLOR_ATTACHMENT0 ) {
for ( let i = 0, il = textures.length; i < il; i ++ ) {
drawBuffers[ i ] = gl.COLOR_ATTACHMENT0 + i;
}
drawBuffers.length = textures.length;
needsUpdate = true;
}
} else {
if ( drawBuffers[ 0 ] !== gl.BACK ) {
drawBuffers[ 0 ] = gl.BACK;
needsUpdate = true;
}
}
if ( needsUpdate ) {
gl.drawBuffers( drawBuffers );
}
}
function useProgram( program ) {
if ( currentProgram !== program ) {
gl.useProgram( program );
currentProgram = program;
return true;
}
return false;
}
const equationToGL = {
[ AddEquation ]: gl.FUNC_ADD,
[ SubtractEquation ]: gl.FUNC_SUBTRACT,
[ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT
};
equationToGL[ MinEquation ] = gl.MIN;
equationToGL[ MaxEquation ] = gl.MAX;
const factorToGL = {
[ ZeroFactor ]: gl.ZERO,
[ OneFactor ]: gl.ONE,
[ SrcColorFactor ]: gl.SRC_COLOR,
[ SrcAlphaFactor ]: gl.SRC_ALPHA,
[ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,
[ DstColorFactor ]: gl.DST_COLOR,
[ DstAlphaFactor ]: gl.DST_ALPHA,
[ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,
[ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,
[ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,
[ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA,
[ ConstantColorFactor ]: gl.CONSTANT_COLOR,
[ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR,
[ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA,
[ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA
};
function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) {
if ( blending === NoBlending ) {
if ( currentBlendingEnabled === true ) {
disable( gl.BLEND );
currentBlendingEnabled = false;
}
return;
}
if ( currentBlendingEnabled === false ) {
enable( gl.BLEND );
currentBlendingEnabled = true;
}
if ( blending !== CustomBlending ) {
if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
gl.blendEquation( gl.FUNC_ADD );
currentBlendEquation = AddEquation;
currentBlendEquationAlpha = AddEquation;
}
if ( premultipliedAlpha ) {
switch ( blending ) {
case NormalBlending:
gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
break;
case AdditiveBlending:
gl.blendFunc( gl.ONE, gl.ONE );
break;
case SubtractiveBlending:
gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
break;
case MultiplyBlending:
gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
break;
default:
console.error( 'THREE.WebGLState: Invalid blending: ', blending );
break;
}
} else {
switch ( blending ) {
case NormalBlending:
gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
break;
case AdditiveBlending:
gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
break;
case SubtractiveBlending:
gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
break;
case MultiplyBlending:
gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
break;
default:
console.error( 'THREE.WebGLState: Invalid blending: ', blending );
break;
}
}
currentBlendSrc = null;
currentBlendDst = null;
currentBlendSrcAlpha = null;
currentBlendDstAlpha = null;
currentBlendColor.set( 0, 0, 0 );
currentBlendAlpha = 0;
currentBlending = blending;
currentPremultipledAlpha = premultipliedAlpha;
}
return;
}
// custom blending
blendEquationAlpha = blendEquationAlpha || blendEquation;
blendSrcAlpha = blendSrcAlpha || blendSrc;
blendDstAlpha = blendDstAlpha || blendDst;
if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );
currentBlendEquation = blendEquation;
currentBlendEquationAlpha = blendEquationAlpha;
}
if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );
currentBlendSrc = blendSrc;
currentBlendDst = blendDst;
currentBlendSrcAlpha = blendSrcAlpha;
currentBlendDstAlpha = blendDstAlpha;
}
if ( blendColor.equals( currentBlendColor ) === false || blendAlpha !== currentBlendAlpha ) {
gl.blendColor( blendColor.r, blendColor.g, blendColor.b, blendAlpha );
currentBlendColor.copy( blendColor );
currentBlendAlpha = blendAlpha;
}
currentBlending = blending;
currentPremultipledAlpha = false;
}
function setMaterial( material, frontFaceCW ) {
material.side === DoubleSide
? disable( gl.CULL_FACE )
: enable( gl.CULL_FACE );
let flipSided = ( material.side === BackSide );
if ( frontFaceCW ) flipSided = ! flipSided;
setFlipSided( flipSided );
( material.blending === NormalBlending && material.transparent === false )
? setBlending( NoBlending )
: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha );
depthBuffer.setFunc( material.depthFunc );
depthBuffer.setTest( material.depthTest );
depthBuffer.setMask( material.depthWrite );
colorBuffer.setMask( material.colorWrite );
const stencilWrite = material.stencilWrite;
stencilBuffer.setTest( stencilWrite );
if ( stencilWrite ) {
stencilBuffer.setMask( material.stencilWriteMask );
stencilBuffer.setFunc( material.stencilFunc, material.stencilRef, material.stencilFuncMask );
stencilBuffer.setOp( material.stencilFail, material.stencilZFail, material.stencilZPass );
}
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
material.alphaToCoverage === true
? enable( gl.SAMPLE_ALPHA_TO_COVERAGE )
: disable( gl.SAMPLE_ALPHA_TO_COVERAGE );
}
//
function setFlipSided( flipSided ) {
if ( currentFlipSided !== flipSided ) {
if ( flipSided ) {
gl.frontFace( gl.CW );
} else {
gl.frontFace( gl.CCW );
}
currentFlipSided = flipSided;
}
}
function setCullFace( cullFace ) {
if ( cullFace !== CullFaceNone ) {
enable( gl.CULL_FACE );
if ( cullFace !== currentCullFace ) {
if ( cullFace === CullFaceBack ) {
gl.cullFace( gl.BACK );
} else if ( cullFace === CullFaceFront ) {
gl.cullFace( gl.FRONT );
} else {
gl.cullFace( gl.FRONT_AND_BACK );
}
}
} else {
disable( gl.CULL_FACE );
}
currentCullFace = cullFace;
}
function setLineWidth( width ) {
if ( width !== currentLineWidth ) {
if ( lineWidthAvailable ) gl.lineWidth( width );
currentLineWidth = width;
}
}
function setPolygonOffset( polygonOffset, factor, units ) {
if ( polygonOffset ) {
enable( gl.POLYGON_OFFSET_FILL );
if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
gl.polygonOffset( factor, units );
currentPolygonOffsetFactor = factor;
currentPolygonOffsetUnits = units;
}
} else {
disable( gl.POLYGON_OFFSET_FILL );
}
}
function setScissorTest( scissorTest ) {
if ( scissorTest ) {
enable( gl.SCISSOR_TEST );
} else {
disable( gl.SCISSOR_TEST );
}
}
// texture
function activeTexture( webglSlot ) {
if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;
if ( currentTextureSlot !== webglSlot ) {
gl.activeTexture( webglSlot );
currentTextureSlot = webglSlot;
}
}
function bindTexture( webglType, webglTexture, webglSlot ) {
if ( webglSlot === undefined ) {
if ( currentTextureSlot === null ) {
webglSlot = gl.TEXTURE0 + maxTextures - 1;
} else {
webglSlot = currentTextureSlot;
}
}
let boundTexture = currentBoundTextures[ webglSlot ];
if ( boundTexture === undefined ) {
boundTexture = { type: undefined, texture: undefined };
currentBoundTextures[ webglSlot ] = boundTexture;
}
if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
if ( currentTextureSlot !== webglSlot ) {
gl.activeTexture( webglSlot );
currentTextureSlot = webglSlot;
}
gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
boundTexture.type = webglType;
boundTexture.texture = webglTexture;
}
}
function unbindTexture() {
const boundTexture = currentBoundTextures[ currentTextureSlot ];
if ( boundTexture !== undefined && boundTexture.type !== undefined ) {
gl.bindTexture( boundTexture.type, null );
boundTexture.type = undefined;
boundTexture.texture = undefined;
}
}
function compressedTexImage2D() {
try {
gl.compressedTexImage2D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
function compressedTexImage3D() {
try {
gl.compressedTexImage3D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
function texSubImage2D() {
try {
gl.texSubImage2D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
function texSubImage3D() {
try {
gl.texSubImage3D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
function compressedTexSubImage2D() {
try {
gl.compressedTexSubImage2D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
function compressedTexSubImage3D() {
try {
gl.compressedTexSubImage3D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
function texStorage2D() {
try {
gl.texStorage2D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
function texStorage3D() {
try {
gl.texStorage3D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
function texImage2D() {
try {
gl.texImage2D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
function texImage3D() {
try {
gl.texImage3D.apply( gl, arguments );
} catch ( error ) {
console.error( 'THREE.WebGLState:', error );
}
}
//
function scissor( scissor ) {
if ( currentScissor.equals( scissor ) === false ) {
gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
currentScissor.copy( scissor );
}
}
function viewport( viewport ) {
if ( currentViewport.equals( viewport ) === false ) {
gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
currentViewport.copy( viewport );
}
}
function updateUBOMapping( uniformsGroup, program ) {
let mapping = uboProgramMap.get( program );
if ( mapping === undefined ) {
mapping = new WeakMap();
uboProgramMap.set( program, mapping );
}
let blockIndex = mapping.get( uniformsGroup );
if ( blockIndex === undefined ) {
blockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name );
mapping.set( uniformsGroup, blockIndex );
}
}
function uniformBlockBinding( uniformsGroup, program ) {
const mapping = uboProgramMap.get( program );
const blockIndex = mapping.get( uniformsGroup );
if ( uboBindings.get( program ) !== blockIndex ) {
// bind shader specific block index to global block point
gl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );
uboBindings.set( program, blockIndex );
}
}
//
function reset() {
// reset state
gl.disable( gl.BLEND );
gl.disable( gl.CULL_FACE );
gl.disable( gl.DEPTH_TEST );
gl.disable( gl.POLYGON_OFFSET_FILL );
gl.disable( gl.SCISSOR_TEST );
gl.disable( gl.STENCIL_TEST );
gl.disable( gl.SAMPLE_ALPHA_TO_COVERAGE );
gl.blendEquation( gl.FUNC_ADD );
gl.blendFunc( gl.ONE, gl.ZERO );
gl.blendFuncSeparate( gl.ONE, gl.ZERO, gl.ONE, gl.ZERO );
gl.blendColor( 0, 0, 0, 0 );
gl.colorMask( true, true, true, true );
gl.clearColor( 0, 0, 0, 0 );
gl.depthMask( true );
gl.depthFunc( gl.LESS );
depthBuffer.setReversed( false );
gl.clearDepth( 1 );
gl.stencilMask( 0xffffffff );
gl.stencilFunc( gl.ALWAYS, 0, 0xffffffff );
gl.stencilOp( gl.KEEP, gl.KEEP, gl.KEEP );
gl.clearStencil( 0 );
gl.cullFace( gl.BACK );
gl.frontFace( gl.CCW );
gl.polygonOffset( 0, 0 );
gl.activeTexture( gl.TEXTURE0 );
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
gl.bindFramebuffer( gl.DRAW_FRAMEBUFFER, null );
gl.bindFramebuffer( gl.READ_FRAMEBUFFER, null );
gl.useProgram( null );
gl.lineWidth( 1 );
gl.scissor( 0, 0, gl.canvas.width, gl.canvas.height );
gl.viewport( 0, 0, gl.canvas.width, gl.canvas.height );
// reset internals
enabledCapabilities = {};
currentTextureSlot = null;
currentBoundTextures = {};
currentBoundFramebuffers = {};
currentDrawbuffers = new WeakMap();
defaultDrawbuffers = [];
currentProgram = null;
currentBlendingEnabled = false;
currentBlending = null;
currentBlendEquation = null;
currentBlendSrc = null;
currentBlendDst = null;
currentBlendEquationAlpha = null;
currentBlendSrcAlpha = null;
currentBlendDstAlpha = null;
currentBlendColor = new Color( 0, 0, 0 );
currentBlendAlpha = 0;
currentPremultipledAlpha = false;
currentFlipSided = null;
currentCullFace = null;
currentLineWidth = null;
currentPolygonOffsetFactor = null;
currentPolygonOffsetUnits = null;
currentScissor.set( 0, 0, gl.canvas.width, gl.canvas.height );
currentViewport.set( 0, 0, gl.canvas.width, gl.canvas.height );
colorBuffer.reset();
depthBuffer.reset();
stencilBuffer.reset();
}
return {
buffers: {
color: colorBuffer,
depth: depthBuffer,
stencil: stencilBuffer
},
enable: enable,
disable: disable,
bindFramebuffer: bindFramebuffer,
drawBuffers: drawBuffers,
useProgram: useProgram,
setBlending: setBlending,
setMaterial: setMaterial,
setFlipSided: setFlipSided,
setCullFace: setCullFace,
setLineWidth: setLineWidth,
setPolygonOffset: setPolygonOffset,
setScissorTest: setScissorTest,
activeTexture: activeTexture,
bindTexture: bindTexture,
unbindTexture: unbindTexture,
compressedTexImage2D: compressedTexImage2D,
compressedTexImage3D: compressedTexImage3D,
texImage2D: texImage2D,
texImage3D: texImage3D,
updateUBOMapping: updateUBOMapping,
uniformBlockBinding: uniformBlockBinding,
texStorage2D: texStorage2D,
texStorage3D: texStorage3D,
texSubImage2D: texSubImage2D,
texSubImage3D: texSubImage3D,
compressedTexSubImage2D: compressedTexSubImage2D,
compressedTexSubImage3D: compressedTexSubImage3D,
scissor: scissor,
viewport: viewport,
reset: reset
};
}
function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
const multisampledRTTExt = extensions.has( 'WEBGL_multisampled_render_to_texture' ) ? extensions.get( 'WEBGL_multisampled_render_to_texture' ) : null;
const supportsInvalidateFramebuffer = typeof navigator === 'undefined' ? false : /OculusBrowser/g.test( navigator.userAgent );
const _imageDimensions = new Vector2();
const _videoTextures = new WeakMap();
let _canvas;
const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source
// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
// also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).
let useOffscreenCanvas = false;
try {
useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
// eslint-disable-next-line compat/compat
&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;
} catch ( err ) {
// Ignore any errors
}
function createCanvas( width, height ) {
// Use OffscreenCanvas when available. Specially needed in web workers
return useOffscreenCanvas ?
// eslint-disable-next-line compat/compat
new OffscreenCanvas( width, height ) : createElementNS( 'canvas' );
}
function resizeImage( image, needsNewCanvas, maxSize ) {
let scale = 1;
const dimensions = getDimensions( image );
// handle case if texture exceeds max size
if ( dimensions.width > maxSize || dimensions.height > maxSize ) {
scale = maxSize / Math.max( dimensions.width, dimensions.height );
}
// only perform resize if necessary
if ( scale < 1 ) {
// only perform resize for certain image types
if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ||
( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) ) {
const width = Math.floor( scale * dimensions.width );
const height = Math.floor( scale * dimensions.height );
if ( _canvas === undefined ) _canvas = createCanvas( width, height );
// cube textures can't reuse the same canvas
const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
canvas.width = width;
canvas.height = height;
const context = canvas.getContext( '2d' );
context.drawImage( image, 0, 0, width, height );
console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + dimensions.width + 'x' + dimensions.height + ') to (' + width + 'x' + height + ').' );
return canvas;
} else {
if ( 'data' in image ) {
console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + dimensions.width + 'x' + dimensions.height + ').' );
}
return image;
}
}
return image;
}
function textureNeedsGenerateMipmaps( texture ) {
return texture.generateMipmaps;
}
function generateMipmap( target ) {
_gl.generateMipmap( target );
}
function getTargetType( texture ) {
if ( texture.isWebGLCubeRenderTarget ) return _gl.TEXTURE_CUBE_MAP;
if ( texture.isWebGL3DRenderTarget ) return _gl.TEXTURE_3D;
if ( texture.isWebGLArrayRenderTarget || texture.isCompressedArrayTexture ) return _gl.TEXTURE_2D_ARRAY;
return _gl.TEXTURE_2D;
}
function getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {
if ( internalFormatName !== null ) {
if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];
console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );
}
let internalFormat = glFormat;
if ( glFormat === _gl.RED ) {
if ( glType === _gl.FLOAT ) internalFormat = _gl.R32F;
if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.R16F;
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8;
}
if ( glFormat === _gl.RED_INTEGER ) {
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.R8UI;
if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.R16UI;
if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.R32UI;
if ( glType === _gl.BYTE ) internalFormat = _gl.R8I;
if ( glType === _gl.SHORT ) internalFormat = _gl.R16I;
if ( glType === _gl.INT ) internalFormat = _gl.R32I;
}
if ( glFormat === _gl.RG ) {
if ( glType === _gl.FLOAT ) internalFormat = _gl.RG32F;
if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RG16F;
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8;
}
if ( glFormat === _gl.RG_INTEGER ) {
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RG8UI;
if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RG16UI;
if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RG32UI;
if ( glType === _gl.BYTE ) internalFormat = _gl.RG8I;
if ( glType === _gl.SHORT ) internalFormat = _gl.RG16I;
if ( glType === _gl.INT ) internalFormat = _gl.RG32I;
}
if ( glFormat === _gl.RGB_INTEGER ) {
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGB8UI;
if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGB16UI;
if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGB32UI;
if ( glType === _gl.BYTE ) internalFormat = _gl.RGB8I;
if ( glType === _gl.SHORT ) internalFormat = _gl.RGB16I;
if ( glType === _gl.INT ) internalFormat = _gl.RGB32I;
}
if ( glFormat === _gl.RGBA_INTEGER ) {
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = _gl.RGBA8UI;
if ( glType === _gl.UNSIGNED_SHORT ) internalFormat = _gl.RGBA16UI;
if ( glType === _gl.UNSIGNED_INT ) internalFormat = _gl.RGBA32UI;
if ( glType === _gl.BYTE ) internalFormat = _gl.RGBA8I;
if ( glType === _gl.SHORT ) internalFormat = _gl.RGBA16I;
if ( glType === _gl.INT ) internalFormat = _gl.RGBA32I;
}
if ( glFormat === _gl.RGB ) {
if ( glType === _gl.UNSIGNED_INT_5_9_9_9_REV ) internalFormat = _gl.RGB9_E5;
}
if ( glFormat === _gl.RGBA ) {
const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer( colorSpace );
if ( glType === _gl.FLOAT ) internalFormat = _gl.RGBA32F;
if ( glType === _gl.HALF_FLOAT ) internalFormat = _gl.RGBA16F;
if ( glType === _gl.UNSIGNED_BYTE ) internalFormat = ( transfer === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
if ( glType === _gl.UNSIGNED_SHORT_4_4_4_4 ) internalFormat = _gl.RGBA4;
if ( glType === _gl.UNSIGNED_SHORT_5_5_5_1 ) internalFormat = _gl.RGB5_A1;
}
if ( internalFormat === _gl.R16F || internalFormat === _gl.R32F ||
internalFormat === _gl.RG16F || internalFormat === _gl.RG32F ||
internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F ) {
extensions.get( 'EXT_color_buffer_float' );
}
return internalFormat;
}
function getInternalDepthFormat( useStencil, depthType ) {
let glInternalFormat;
if ( useStencil ) {
if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) {
glInternalFormat = _gl.DEPTH24_STENCIL8;
} else if ( depthType === FloatType ) {
glInternalFormat = _gl.DEPTH32F_STENCIL8;
} else if ( depthType === UnsignedShortType ) {
glInternalFormat = _gl.DEPTH24_STENCIL8;
console.warn( 'DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.' );
}
} else {
if ( depthType === null || depthType === UnsignedIntType || depthType === UnsignedInt248Type ) {
glInternalFormat = _gl.DEPTH_COMPONENT24;
} else if ( depthType === FloatType ) {
glInternalFormat = _gl.DEPTH_COMPONENT32F;
} else if ( depthType === UnsignedShortType ) {
glInternalFormat = _gl.DEPTH_COMPONENT16;
}
}
return glInternalFormat;
}
function getMipLevels( texture, image ) {
if ( textureNeedsGenerateMipmaps( texture ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {
return Math.log2( Math.max( image.width, image.height ) ) + 1;
} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {
// user-defined mipmaps
return texture.mipmaps.length;
} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {
return image.mipmaps.length;
} else {
// texture without mipmaps (only base level)
return 1;
}
}
//
function onTextureDispose( event ) {
const texture = event.target;
texture.removeEventListener( 'dispose', onTextureDispose );
deallocateTexture( texture );
if ( texture.isVideoTexture ) {
_videoTextures.delete( texture );
}
}
function onRenderTargetDispose( event ) {
const renderTarget = event.target;
renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
deallocateRenderTarget( renderTarget );
}
//
function deallocateTexture( texture ) {
const textureProperties = properties.get( texture );
if ( textureProperties.__webglInit === undefined ) return;
// check if it's necessary to remove the WebGLTexture object
const source = texture.source;
const webglTextures = _sources.get( source );
if ( webglTextures ) {
const webglTexture = webglTextures[ textureProperties.__cacheKey ];
webglTexture.usedTimes --;
// the WebGLTexture object is not used anymore, remove it
if ( webglTexture.usedTimes === 0 ) {
deleteTexture( texture );
}
// remove the weak map entry if no WebGLTexture uses the source anymore
if ( Object.keys( webglTextures ).length === 0 ) {
_sources.delete( source );
}
}
properties.remove( texture );
}
function deleteTexture( texture ) {
const textureProperties = properties.get( texture );
_gl.deleteTexture( textureProperties.__webglTexture );
const source = texture.source;
const webglTextures = _sources.get( source );
delete webglTextures[ textureProperties.__cacheKey ];
info.memory.textures --;
}
function deallocateRenderTarget( renderTarget ) {
const renderTargetProperties = properties.get( renderTarget );
if ( renderTarget.depthTexture ) {
renderTarget.depthTexture.dispose();
properties.remove( renderTarget.depthTexture );
}
if ( renderTarget.isWebGLCubeRenderTarget ) {
for ( let i = 0; i < 6; i ++ ) {
if ( Array.isArray( renderTargetProperties.__webglFramebuffer[ i ] ) ) {
for ( let level = 0; level < renderTargetProperties.__webglFramebuffer[ i ].length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ][ level ] );
} else {
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
}
if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
}
} else {
if ( Array.isArray( renderTargetProperties.__webglFramebuffer ) ) {
for ( let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level ++ ) _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ level ] );
} else {
_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
}
if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
if ( renderTargetProperties.__webglMultisampledFramebuffer ) _gl.deleteFramebuffer( renderTargetProperties.__webglMultisampledFramebuffer );
if ( renderTargetProperties.__webglColorRenderbuffer ) {
for ( let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i ++ ) {
if ( renderTargetProperties.__webglColorRenderbuffer[ i ] ) _gl.deleteRenderbuffer( renderTargetProperties.__webglColorRenderbuffer[ i ] );
}
}
if ( renderTargetProperties.__webglDepthRenderbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthRenderbuffer );
}
const textures = renderTarget.textures;
for ( let i = 0, il = textures.length; i < il; i ++ ) {
const attachmentProperties = properties.get( textures[ i ] );
if ( attachmentProperties.__webglTexture ) {
_gl.deleteTexture( attachmentProperties.__webglTexture );
info.memory.textures --;
}
properties.remove( textures[ i ] );
}
properties.remove( renderTarget );
}
//
let textureUnits = 0;
function resetTextureUnits() {
textureUnits = 0;
}
function allocateTextureUnit() {
const textureUnit = textureUnits;
if ( textureUnit >= capabilities.maxTextures ) {
console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
}
textureUnits += 1;
return textureUnit;
}
function getTextureCacheKey( texture ) {
const array = [];
array.push( texture.wrapS );
array.push( texture.wrapT );
array.push( texture.wrapR || 0 );
array.push( texture.magFilter );
array.push( texture.minFilter );
array.push( texture.anisotropy );
array.push( texture.internalFormat );
array.push( texture.format );
array.push( texture.type );
array.push( texture.generateMipmaps );
array.push( texture.premultiplyAlpha );
array.push( texture.flipY );
array.push( texture.unpackAlignment );
array.push( texture.colorSpace );
return array.join();
}
//
function setTexture2D( texture, slot ) {
const textureProperties = properties.get( texture );
if ( texture.isVideoTexture ) updateVideoTexture( texture );
if ( texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version ) {
const image = texture.image;
if ( image === null ) {
console.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );
} else if ( image.complete === false ) {
console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
} else {
uploadTexture( textureProperties, texture, slot );
return;
}
}
state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );
}
function setTexture2DArray( texture, slot ) {
const textureProperties = properties.get( texture );
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
uploadTexture( textureProperties, texture, slot );
return;
}
state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );
}
function setTexture3D( texture, slot ) {
const textureProperties = properties.get( texture );
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
uploadTexture( textureProperties, texture, slot );
return;
}
state.bindTexture( _gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );
}
function setTextureCube( texture, slot ) {
const textureProperties = properties.get( texture );
if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
uploadCubeTexture( textureProperties, texture, slot );
return;
}
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );
}
const wrappingToGL = {
[ RepeatWrapping ]: _gl.REPEAT,
[ ClampToEdgeWrapping ]: _gl.CLAMP_TO_EDGE,
[ MirroredRepeatWrapping ]: _gl.MIRRORED_REPEAT
};
const filterToGL = {
[ NearestFilter ]: _gl.NEAREST,
[ NearestMipmapNearestFilter ]: _gl.NEAREST_MIPMAP_NEAREST,
[ NearestMipmapLinearFilter ]: _gl.NEAREST_MIPMAP_LINEAR,
[ LinearFilter ]: _gl.LINEAR,
[ LinearMipmapNearestFilter ]: _gl.LINEAR_MIPMAP_NEAREST,
[ LinearMipmapLinearFilter ]: _gl.LINEAR_MIPMAP_LINEAR
};
const compareToGL = {
[ NeverCompare ]: _gl.NEVER,
[ AlwaysCompare ]: _gl.ALWAYS,
[ LessCompare ]: _gl.LESS,
[ LessEqualCompare ]: _gl.LEQUAL,
[ EqualCompare ]: _gl.EQUAL,
[ GreaterEqualCompare ]: _gl.GEQUAL,
[ GreaterCompare ]: _gl.GREATER,
[ NotEqualCompare ]: _gl.NOTEQUAL
};
function setTextureParameters( textureType, texture ) {
if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false &&
( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) {
console.warn( 'THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' );
}
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[ texture.wrapS ] );
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[ texture.wrapT ] );
if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {
_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[ texture.wrapR ] );
}
_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[ texture.magFilter ] );
_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[ texture.minFilter ] );
if ( texture.compareFunction ) {
_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE );
_gl.texParameteri( textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[ texture.compareFunction ] );
}
if ( extensions.has( 'EXT_texture_filter_anisotropic' ) === true ) {
if ( texture.magFilter === NearestFilter ) return;
if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension
if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
const extension = extensions.get( 'EXT_texture_filter_anisotropic' );
_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
properties.get( texture ).__currentAnisotropy = texture.anisotropy;
}
}
}
function initTexture( textureProperties, texture ) {
let forceUpload = false;
if ( textureProperties.__webglInit === undefined ) {
textureProperties.__webglInit = true;
texture.addEventListener( 'dispose', onTextureDispose );
}
// create Source <-> WebGLTextures mapping if necessary
const source = texture.source;
let webglTextures = _sources.get( source );
if ( webglTextures === undefined ) {
webglTextures = {};
_sources.set( source, webglTextures );
}
// check if there is already a WebGLTexture object for the given texture parameters
const textureCacheKey = getTextureCacheKey( texture );
if ( textureCacheKey !== textureProperties.__cacheKey ) {
// if not, create a new instance of WebGLTexture
if ( webglTextures[ textureCacheKey ] === undefined ) {
// create new entry
webglTextures[ textureCacheKey ] = {
texture: _gl.createTexture(),
usedTimes: 0
};
info.memory.textures ++;
// when a new instance of WebGLTexture was created, a texture upload is required
// even if the image contents are identical
forceUpload = true;
}
webglTextures[ textureCacheKey ].usedTimes ++;
// every time the texture cache key changes, it's necessary to check if an instance of
// WebGLTexture can be deleted in order to avoid a memory leak.
const webglTexture = webglTextures[ textureProperties.__cacheKey ];
if ( webglTexture !== undefined ) {
webglTextures[ textureProperties.__cacheKey ].usedTimes --;
if ( webglTexture.usedTimes === 0 ) {
deleteTexture( texture );
}
}
// store references to cache key and WebGLTexture object
textureProperties.__cacheKey = textureCacheKey;
textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;
}
return forceUpload;
}
function uploadTexture( textureProperties, texture, slot ) {
let textureType = _gl.TEXTURE_2D;
if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) textureType = _gl.TEXTURE_2D_ARRAY;
if ( texture.isData3DTexture ) textureType = _gl.TEXTURE_3D;
const forceUpload = initTexture( textureProperties, texture );
const source = texture.source;
state.bindTexture( textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );
const sourceProperties = properties.get( source );
if ( source.version !== sourceProperties.__version || forceUpload === true ) {
state.activeTexture( _gl.TEXTURE0 + slot );
const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
let image = resizeImage( texture.image, false, capabilities.maxTextureSize );
image = verifyColorSpace( texture, image );
const glFormat = utils.convert( texture.format, texture.colorSpace );
const glType = utils.convert( texture.type );
let glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );
setTextureParameters( textureType, texture );
let mipmap;
const mipmaps = texture.mipmaps;
const useTexStorage = ( texture.isVideoTexture !== true );
const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );
const dataReady = source.dataReady;
const levels = getMipLevels( texture, image );
if ( texture.isDepthTexture ) {
glInternalFormat = getInternalDepthFormat( texture.format === DepthStencilFormat, texture.type );
//
if ( allocateMemory ) {
if ( useTexStorage ) {
state.texStorage2D( _gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height );
} else {
state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
}
}
} else if ( texture.isDataTexture ) {
// use manually created mipmaps if available
// if there are no manual mipmaps
// set 0 level mipmap and then use GL to generate other mipmap levels
if ( mipmaps.length > 0 ) {
if ( useTexStorage && allocateMemory ) {
state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );
}
for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
mipmap = mipmaps[ i ];
if ( useTexStorage ) {
if ( dataReady ) {
state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );
}
} else {
state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
}
}
texture.generateMipmaps = false;
} else {
if ( useTexStorage ) {
if ( allocateMemory ) {
state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );
}
if ( dataReady ) {
state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );
}
} else {
state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
}
}
} else if ( texture.isCompressedTexture ) {
if ( texture.isCompressedArrayTexture ) {
if ( useTexStorage && allocateMemory ) {
state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height, image.depth );
}
for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
mipmap = mipmaps[ i ];
if ( texture.format !== RGBAFormat ) {
if ( glFormat !== null ) {
if ( useTexStorage ) {
if ( dataReady ) {
if ( texture.layerUpdates.size > 0 ) {
const layerByteLength = getByteLength( mipmap.width, mipmap.height, texture.format, texture.type );
for ( const layerIndex of texture.layerUpdates ) {
const layerData = mipmap.data.subarray(
layerIndex * layerByteLength / mipmap.data.BYTES_PER_ELEMENT,
( layerIndex + 1 ) * layerByteLength / mipmap.data.BYTES_PER_ELEMENT
);
state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, layerIndex, mipmap.width, mipmap.height, 1, glFormat, layerData );
}
texture.clearLayerUpdates();
} else {
state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data );
}
}
} else {
state.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 );
}
} else {
console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
}
} else {
if ( useTexStorage ) {
if ( dataReady ) {
state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data );
}
} else {
state.texImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data );
}
}
}
} else {
if ( useTexStorage && allocateMemory ) {
state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[ 0 ].width, mipmaps[ 0 ].height );
}
for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
mipmap = mipmaps[ i ];
if ( texture.format !== RGBAFormat ) {
if ( glFormat !== null ) {
if ( useTexStorage ) {
if ( dataReady ) {
state.compressedTexSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );
}
} else {
state.compressedTexImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
}
} else {
console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
}
} else {
if ( useTexStorage ) {
if ( dataReady ) {
state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );
}
} else {
state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
}
}
}
}
} else if ( texture.isDataArrayTexture ) {
if ( useTexStorage ) {
if ( allocateMemory ) {
state.texStorage3D( _gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth );
}
if ( dataReady ) {
if ( texture.layerUpdates.size > 0 ) {
const layerByteLength = getByteLength( image.width, image.height, texture.format, texture.type );
for ( const layerIndex of texture.layerUpdates ) {
const layerData = image.data.subarray(
layerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT,
( layerIndex + 1 ) * layerByteLength / image.data.BYTES_PER_ELEMENT
);
state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData );
}
texture.clearLayerUpdates();
} else {
state.texSubImage3D( _gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
}
}
} else {
state.texImage3D( _gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
}
} else if ( texture.isData3DTexture ) {
if ( useTexStorage ) {
if ( allocateMemory ) {
state.texStorage3D( _gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth );
}
if ( dataReady ) {
state.texSubImage3D( _gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data );
}
} else {
state.texImage3D( _gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
}
} else if ( texture.isFramebufferTexture ) {
if ( allocateMemory ) {
if ( useTexStorage ) {
state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height );
} else {
let width = image.width, height = image.height;
for ( let i = 0; i < levels; i ++ ) {
state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null );
width >>= 1;
height >>= 1;
}
}
}
} else {
// regular Texture (image, video, canvas)
// use manually created mipmaps if available
// if there are no manual mipmaps
// set 0 level mipmap and then use GL to generate other mipmap levels
if ( mipmaps.length > 0 ) {
if ( useTexStorage && allocateMemory ) {
const dimensions = getDimensions( mipmaps[ 0 ] );
state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );
}
for ( let i = 0, il = mipmaps.length; i < il; i ++ ) {
mipmap = mipmaps[ i ];
if ( useTexStorage ) {
if ( dataReady ) {
state.texSubImage2D( _gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap );
}
} else {
state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );
}
}
texture.generateMipmaps = false;
} else {
if ( useTexStorage ) {
if ( allocateMemory ) {
const dimensions = getDimensions( image );
state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height );
}
if ( dataReady ) {
state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image );
}
} else {
state.texImage2D( _gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image );
}
}
}
if ( textureNeedsGenerateMipmaps( texture ) ) {
generateMipmap( textureType );
}
sourceProperties.__version = source.version;
if ( texture.onUpdate ) texture.onUpdate( texture );
}
textureProperties.__version = texture.version;
}
function uploadCubeTexture( textureProperties, texture, slot ) {
if ( texture.image.length !== 6 ) return;
const forceUpload = initTexture( textureProperties, texture );
const source = texture.source;
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );
const sourceProperties = properties.get( source );
if ( source.version !== sourceProperties.__version || forceUpload === true ) {
state.activeTexture( _gl.TEXTURE0 + slot );
const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );
const isCompressed = ( texture.isCompressedTexture || texture.image[ 0 ].isCompressedTexture );
const isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
const cubeImage = [];
for ( let i = 0; i < 6; i ++ ) {
if ( ! isCompressed && ! isDataTexture ) {
cubeImage[ i ] = resizeImage( texture.image[ i ], true, capabilities.maxCubemapSize );
} else {
cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
}
cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );
}
const image = cubeImage[ 0 ],
glFormat = utils.convert( texture.format, texture.colorSpace ),
glType = utils.convert( texture.type ),
glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );
const useTexStorage = ( texture.isVideoTexture !== true );
const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );
const dataReady = source.dataReady;
let levels = getMipLevels( texture, image );
setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture );
let mipmaps;
if ( isCompressed ) {
if ( useTexStorage && allocateMemory ) {
state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height );
}
for ( let i = 0; i < 6; i ++ ) {
mipmaps = cubeImage[ i ].mipmaps;
for ( let j = 0; j < mipmaps.length; j ++ ) {
const mipmap = mipmaps[ j ];
if ( texture.format !== RGBAFormat ) {
if ( glFormat !== null ) {
if ( useTexStorage ) {
if ( dataReady ) {
state.compressedTexSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data );
}
} else {
state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
}
} else {
console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
}
} else {
if ( useTexStorage ) {
if ( dataReady ) {
state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data );
}
} else {
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
}
}
}
}
} else {
mipmaps = texture.mipmaps;
if ( useTexStorage && allocateMemory ) {
// TODO: Uniformly handle mipmap definitions
// Normal textures and compressed cube textures define base level + mips with their mipmap array
// Uncompressed cube textures use their mipmap array only for mips (no base level)
if ( mipmaps.length > 0 ) levels ++;
const dimensions = getDimensions( cubeImage[ 0 ] );
state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height );
}
for ( let i = 0; i < 6; i ++ ) {
if ( isDataTexture ) {
if ( useTexStorage ) {
if ( dataReady ) {
state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[ i ].width, cubeImage[ i ].height, glFormat, glType, cubeImage[ i ].data );
}
} else {
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
}
for ( let j = 0; j < mipmaps.length; j ++ ) {
const mipmap = mipmaps[ j ];
const mipmapImage = mipmap.image[ i ].image;
if ( useTexStorage ) {
if ( dataReady ) {
state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data );
}
} else {
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data );
}
}
} else {
if ( useTexStorage ) {
if ( dataReady ) {
state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[ i ] );
}
} else {
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[ i ] );
}
for ( let j = 0; j < mipmaps.length; j ++ ) {
const mipmap = mipmaps[ j ];
if ( useTexStorage ) {
if ( dataReady ) {
state.texSubImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[ i ] );
}
} else {
state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[ i ] );
}
}
}
}
}
if ( textureNeedsGenerateMipmaps( texture ) ) {
// We assume images for cube map have the same size.
generateMipmap( _gl.TEXTURE_CUBE_MAP );
}
sourceProperties.__version = source.version;
if ( texture.onUpdate ) texture.onUpdate( texture );
}
textureProperties.__version = texture.version;
}
// Render targets
// Setup storage for target texture and bind it to correct framebuffer
function setupFrameBufferTexture( framebuffer, renderTarget, texture, attachment, textureTarget, level ) {
const glFormat = utils.convert( texture.format, texture.colorSpace );
const glType = utils.convert( texture.type );
const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );
const renderTargetProperties = properties.get( renderTarget );
const textureProperties = properties.get( texture );
textureProperties.__renderTarget = renderTarget;
if ( ! renderTargetProperties.__hasExternalTextures ) {
const width = Math.max( 1, renderTarget.width >> level );
const height = Math.max( 1, renderTarget.height >> level );
if ( textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY ) {
state.texImage3D( textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null );
} else {
state.texImage2D( textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null );
}
}
state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
if ( useMultisampledRTT( renderTarget ) ) {
multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, 0, getRenderTargetSamples( renderTarget ) );
} else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, level );
}
state.bindFramebuffer( _gl.FRAMEBUFFER, null );
}
// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
if ( renderTarget.depthBuffer ) {
// retrieve the depth attachment types
const depthTexture = renderTarget.depthTexture;
const depthType = depthTexture && depthTexture.isDepthTexture ? depthTexture.type : null;
const glInternalFormat = getInternalDepthFormat( renderTarget.stencilBuffer, depthType );
const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
// set up the attachment
const samples = getRenderTargetSamples( renderTarget );
const isUseMultisampledRTT = useMultisampledRTT( renderTarget );
if ( isUseMultisampledRTT ) {
multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
} else if ( isMultisample ) {
_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
} else {
_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );
}
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer );
} else {
const textures = renderTarget.textures;
for ( let i = 0; i < textures.length; i ++ ) {
const texture = textures[ i ];
const glFormat = utils.convert( texture.format, texture.colorSpace );
const glType = utils.convert( texture.type );
const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );
const samples = getRenderTargetSamples( renderTarget );
if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {
_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
} else if ( useMultisampledRTT( renderTarget ) ) {
multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
} else {
_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );
}
}
}
_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
}
// Setup resources for a Depth Texture for a FBO (needs an extension)
function setupDepthTexture( framebuffer, renderTarget ) {
const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
}
const textureProperties = properties.get( renderTarget.depthTexture );
textureProperties.__renderTarget = renderTarget;
// upload an empty depth texture with framebuffer size
if ( ! textureProperties.__webglTexture ||
renderTarget.depthTexture.image.width !== renderTarget.width ||
renderTarget.depthTexture.image.height !== renderTarget.height ) {
renderTarget.depthTexture.image.width = renderTarget.width;
renderTarget.depthTexture.image.height = renderTarget.height;
renderTarget.depthTexture.needsUpdate = true;
}
setTexture2D( renderTarget.depthTexture, 0 );
const webglDepthTexture = textureProperties.__webglTexture;
const samples = getRenderTargetSamples( renderTarget );
if ( renderTarget.depthTexture.format === DepthFormat ) {
if ( useMultisampledRTT( renderTarget ) ) {
multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );
} else {
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
}
} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
if ( useMultisampledRTT( renderTarget ) ) {
multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );
} else {
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );
}
} else {
throw new Error( 'Unknown depthTexture format' );
}
}
// Setup GL resources for a non-texture depth buffer
function setupDepthRenderbuffer( renderTarget ) {
const renderTargetProperties = properties.get( renderTarget );
const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
// if the bound depth texture has changed
if ( renderTargetProperties.__boundDepthTexture !== renderTarget.depthTexture ) {
// fire the dispose event to get rid of stored state associated with the previously bound depth buffer
const depthTexture = renderTarget.depthTexture;
if ( renderTargetProperties.__depthDisposeCallback ) {
renderTargetProperties.__depthDisposeCallback();
}
// set up dispose listeners to track when the currently attached buffer is implicitly unbound
if ( depthTexture ) {
const disposeEvent = () => {
delete renderTargetProperties.__boundDepthTexture;
delete renderTargetProperties.__depthDisposeCallback;
depthTexture.removeEventListener( 'dispose', disposeEvent );
};
depthTexture.addEventListener( 'dispose', disposeEvent );
renderTargetProperties.__depthDisposeCallback = disposeEvent;
}
renderTargetProperties.__boundDepthTexture = depthTexture;
}
if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {
if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
} else {
if ( isCube ) {
renderTargetProperties.__webglDepthbuffer = [];
for ( let i = 0; i < 6; i ++ ) {
state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
if ( renderTargetProperties.__webglDepthbuffer[ i ] === undefined ) {
renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );
} else {
// attach buffer if it's been created already
const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
const renderbuffer = renderTargetProperties.__webglDepthbuffer[ i ];
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer );
}
}
} else {
state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
if ( renderTargetProperties.__webglDepthbuffer === undefined ) {
renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );
} else {
// attach buffer if it's been created already
const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
const renderbuffer = renderTargetProperties.__webglDepthbuffer;
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer );
}
}
}
state.bindFramebuffer( _gl.FRAMEBUFFER, null );
}
// rebind framebuffer with external textures
function rebindTextures( renderTarget, colorTexture, depthTexture ) {
const renderTargetProperties = properties.get( renderTarget );
if ( colorTexture !== undefined ) {
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 );
}
if ( depthTexture !== undefined ) {
setupDepthRenderbuffer( renderTarget );
}
}
// Set up GL resources for the render target
function setupRenderTarget( renderTarget ) {
const texture = renderTarget.texture;
const renderTargetProperties = properties.get( renderTarget );
const textureProperties = properties.get( texture );
renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
const textures = renderTarget.textures;
const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
const isMultipleRenderTargets = ( textures.length > 1 );
if ( ! isMultipleRenderTargets ) {
if ( textureProperties.__webglTexture === undefined ) {
textureProperties.__webglTexture = _gl.createTexture();
}
textureProperties.__version = texture.version;
info.memory.textures ++;
}
// Setup framebuffer
if ( isCube ) {
renderTargetProperties.__webglFramebuffer = [];
for ( let i = 0; i < 6; i ++ ) {
if ( texture.mipmaps && texture.mipmaps.length > 0 ) {
renderTargetProperties.__webglFramebuffer[ i ] = [];
for ( let level = 0; level < texture.mipmaps.length; level ++ ) {
renderTargetProperties.__webglFramebuffer[ i ][ level ] = _gl.createFramebuffer();
}
} else {
renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
}
}
} else {
if ( texture.mipmaps && texture.mipmaps.length > 0 ) {
renderTargetProperties.__webglFramebuffer = [];
for ( let level = 0; level < texture.mipmaps.length; level ++ ) {
renderTargetProperties.__webglFramebuffer[ level ] = _gl.createFramebuffer();
}
} else {
renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
}
if ( isMultipleRenderTargets ) {
for ( let i = 0, il = textures.length; i < il; i ++ ) {
const attachmentProperties = properties.get( textures[ i ] );
if ( attachmentProperties.__webglTexture === undefined ) {
attachmentProperties.__webglTexture = _gl.createTexture();
info.memory.textures ++;
}
}
}
if ( ( renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {
renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
renderTargetProperties.__webglColorRenderbuffer = [];
state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
for ( let i = 0; i < textures.length; i ++ ) {
const texture = textures[ i ];
renderTargetProperties.__webglColorRenderbuffer[ i ] = _gl.createRenderbuffer();
_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );
const glFormat = utils.convert( texture.format, texture.colorSpace );
const glType = utils.convert( texture.type );
const glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, renderTarget.isXRRenderTarget === true );
const samples = getRenderTargetSamples( renderTarget );
_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );
}
_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
if ( renderTarget.depthBuffer ) {
renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
}
state.bindFramebuffer( _gl.FRAMEBUFFER, null );
}
}
// Setup color buffer
if ( isCube ) {
state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture );
for ( let i = 0; i < 6; i ++ ) {
if ( texture.mipmaps && texture.mipmaps.length > 0 ) {
for ( let level = 0; level < texture.mipmaps.length; level ++ ) {
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ][ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level );
}
} else {
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0 );
}
}
if ( textureNeedsGenerateMipmaps( texture ) ) {
generateMipmap( _gl.TEXTURE_CUBE_MAP );
}
state.unbindTexture();
} else if ( isMultipleRenderTargets ) {
for ( let i = 0, il = textures.length; i < il; i ++ ) {
const attachment = textures[ i ];
const attachmentProperties = properties.get( attachment );
state.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );
setTextureParameters( _gl.TEXTURE_2D, attachment );
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 );
if ( textureNeedsGenerateMipmaps( attachment ) ) {
generateMipmap( _gl.TEXTURE_2D );
}
}
state.unbindTexture();
} else {
let glTextureType = _gl.TEXTURE_2D;
if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {
glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
}
state.bindTexture( glTextureType, textureProperties.__webglTexture );
setTextureParameters( glTextureType, texture );
if ( texture.mipmaps && texture.mipmaps.length > 0 ) {
for ( let level = 0; level < texture.mipmaps.length; level ++ ) {
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ level ], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level );
}
} else {
setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0 );
}
if ( textureNeedsGenerateMipmaps( texture ) ) {
generateMipmap( glTextureType );
}
state.unbindTexture();
}
// Setup depth and stencil buffers
if ( renderTarget.depthBuffer ) {
setupDepthRenderbuffer( renderTarget );
}
}
function updateRenderTargetMipmap( renderTarget ) {
const textures = renderTarget.textures;
for ( let i = 0, il = textures.length; i < il; i ++ ) {
const texture = textures[ i ];
if ( textureNeedsGenerateMipmaps( texture ) ) {
const targetType = getTargetType( renderTarget );
const webglTexture = properties.get( texture ).__webglTexture;
state.bindTexture( targetType, webglTexture );
generateMipmap( targetType );
state.unbindTexture();
}
}
}
const invalidationArrayRead = [];
const invalidationArrayDraw = [];
function updateMultisampleRenderTarget( renderTarget ) {
if ( renderTarget.samples > 0 ) {
if ( useMultisampledRTT( renderTarget ) === false ) {
const textures = renderTarget.textures;
const width = renderTarget.width;
const height = renderTarget.height;
let mask = _gl.COLOR_BUFFER_BIT;
const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
const renderTargetProperties = properties.get( renderTarget );
const isMultipleRenderTargets = ( textures.length > 1 );
// If MRT we need to remove FBO attachments
if ( isMultipleRenderTargets ) {
for ( let i = 0; i < textures.length; i ++ ) {
state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null );
state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0 );
}
}
state.bindFramebuffer( _gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
for ( let i = 0; i < textures.length; i ++ ) {
if ( renderTarget.resolveDepthBuffer ) {
if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;
// resolving stencil is slow with a D3D backend. disable it for all transmission render targets (see #27799)
if ( renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;
}
if ( isMultipleRenderTargets ) {
_gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );
const webglTexture = properties.get( textures[ i ] ).__webglTexture;
_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0 );
}
_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST );
if ( supportsInvalidateFramebuffer === true ) {
invalidationArrayRead.length = 0;
invalidationArrayDraw.length = 0;
invalidationArrayRead.push( _gl.COLOR_ATTACHMENT0 + i );
if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false ) {
invalidationArrayRead.push( depthStyle );
invalidationArrayDraw.push( depthStyle );
_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, invalidationArrayDraw );
}
_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArrayRead );
}
}
state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );
// If MRT since pre-blit we removed the FBO we need to reconstruct the attachments
if ( isMultipleRenderTargets ) {
for ( let i = 0; i < textures.length; i ++ ) {
state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );
const webglTexture = properties.get( textures[ i ] ).__webglTexture;
state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0 );
}
}
state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer );
} else {
if ( renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false && supportsInvalidateFramebuffer ) {
const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] );
}
}
}
}
function getRenderTargetSamples( renderTarget ) {
return Math.min( capabilities.maxSamples, renderTarget.samples );
}
function useMultisampledRTT( renderTarget ) {
const renderTargetProperties = properties.get( renderTarget );
return renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;
}
function updateVideoTexture( texture ) {
const frame = info.render.frame;
// Check the last frame we updated the VideoTexture
if ( _videoTextures.get( texture ) !== frame ) {
_videoTextures.set( texture, frame );
texture.update();
}
}
function verifyColorSpace( texture, image ) {
const colorSpace = texture.colorSpace;
const format = texture.format;
const type = texture.type;
if ( texture.isCompressedTexture === true || texture.isVideoTexture === true ) return image;
if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {
// sRGB
if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {
// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format
if ( format !== RGBAFormat || type !== UnsignedByteType ) {
console.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );
}
} else {
console.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace );
}
}
return image;
}
function getDimensions( image ) {
if ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) {
// if intrinsic data are not available, fallback to width/height
_imageDimensions.width = image.naturalWidth || image.width;
_imageDimensions.height = image.naturalHeight || image.height;
} else if ( typeof VideoFrame !== 'undefined' && image instanceof VideoFrame ) {
_imageDimensions.width = image.displayWidth;
_imageDimensions.height = image.displayHeight;
} else {
_imageDimensions.width = image.width;
_imageDimensions.height = image.height;
}
return _imageDimensions;
}
//
this.allocateTextureUnit = allocateTextureUnit;
this.resetTextureUnits = resetTextureUnits;
this.setTexture2D = setTexture2D;
this.setTexture2DArray = setTexture2DArray;
this.setTexture3D = setTexture3D;
this.setTextureCube = setTextureCube;
this.rebindTextures = rebindTextures;
this.setupRenderTarget = setupRenderTarget;
this.updateRenderTargetMipmap = updateRenderTargetMipmap;
this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
this.setupDepthRenderbuffer = setupDepthRenderbuffer;
this.setupFrameBufferTexture = setupFrameBufferTexture;
this.useMultisampledRTT = useMultisampledRTT;
}
function WebGLUtils( gl, extensions ) {
function convert( p, colorSpace = NoColorSpace ) {
let extension;
const transfer = ColorManagement.getTransfer( colorSpace );
if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;
if ( p === UnsignedInt5999Type ) return gl.UNSIGNED_INT_5_9_9_9_REV;
if ( p === ByteType ) return gl.BYTE;
if ( p === ShortType ) return gl.SHORT;
if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
if ( p === IntType ) return gl.INT;
if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
if ( p === FloatType ) return gl.FLOAT;
if ( p === HalfFloatType ) return gl.HALF_FLOAT;
if ( p === AlphaFormat ) return gl.ALPHA;
if ( p === RGBFormat ) return gl.RGB;
if ( p === RGBAFormat ) return gl.RGBA;
if ( p === LuminanceFormat ) return gl.LUMINANCE;
if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;
if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;
// WebGL2 formats.
if ( p === RedFormat ) return gl.RED;
if ( p === RedIntegerFormat ) return gl.RED_INTEGER;
if ( p === RGFormat ) return gl.RG;
if ( p === RGIntegerFormat ) return gl.RG_INTEGER;
if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;
// S3TC
if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {
if ( transfer === SRGBTransfer ) {
extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );
if ( extension !== null ) {
if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
} else {
return null;
}
} else {
extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );
if ( extension !== null ) {
if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
} else {
return null;
}
}
}
// PVRTC
if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {
extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );
if ( extension !== null ) {
if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
} else {
return null;
}
}
// ETC
if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {
extension = extensions.get( 'WEBGL_compressed_texture_etc' );
if ( extension !== null ) {
if ( p === RGB_ETC1_Format || p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
} else {
return null;
}
}
// ASTC
if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
extension = extensions.get( 'WEBGL_compressed_texture_astc' );
if ( extension !== null ) {
if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
} else {
return null;
}
}
// BPTC
if ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) {
extension = extensions.get( 'EXT_texture_compression_bptc' );
if ( extension !== null ) {
if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;
if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;
} else {
return null;
}
}
// RGTC
if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {
extension = extensions.get( 'EXT_texture_compression_rgtc' );
if ( extension !== null ) {
if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;
} else {
return null;
}
}
//
if ( p === UnsignedInt248Type ) return gl.UNSIGNED_INT_24_8;
// if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)
return ( gl[ p ] !== undefined ) ? gl[ p ] : null;
}
return { convert: convert };
}
const _occlusion_vertex = `
void main() {
gl_Position = vec4( position, 1.0 );
}`;
const _occlusion_fragment = `
uniform sampler2DArray depthColor;
uniform float depthWidth;
uniform float depthHeight;
void main() {
vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );
if ( coord.x >= 1.0 ) {
gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;
} else {
gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;
}
}`;
class WebXRDepthSensing {
constructor() {
this.texture = null;
this.mesh = null;
this.depthNear = 0;
this.depthFar = 0;
}
init( renderer, depthData, renderState ) {
if ( this.texture === null ) {
const texture = new Texture();
const texProps = renderer.properties.get( texture );
texProps.__webglTexture = depthData.texture;
if ( ( depthData.depthNear !== renderState.depthNear ) || ( depthData.depthFar !== renderState.depthFar ) ) {
this.depthNear = depthData.depthNear;
this.depthFar = depthData.depthFar;
}
this.texture = texture;
}
}
getMesh( cameraXR ) {
if ( this.texture !== null ) {
if ( this.mesh === null ) {
const viewport = cameraXR.cameras[ 0 ].viewport;
const material = new ShaderMaterial( {
vertexShader: _occlusion_vertex,
fragmentShader: _occlusion_fragment,
uniforms: {
depthColor: { value: this.texture },
depthWidth: { value: viewport.z },
depthHeight: { value: viewport.w }
}
} );
this.mesh = new Mesh( new PlaneGeometry( 20, 20 ), material );
}
}
return this.mesh;
}
reset() {
this.texture = null;
this.mesh = null;
}
getDepthTexture() {
return this.texture;
}
}
class WebXRManager extends EventDispatcher {
constructor( renderer, gl ) {
super();
const scope = this;
let session = null;
let framebufferScaleFactor = 1.0;
let referenceSpace = null;
let referenceSpaceType = 'local-floor';
// Set default foveation to maximum.
let foveation = 1.0;
let customReferenceSpace = null;
let pose = null;
let glBinding = null;
let glProjLayer = null;
let glBaseLayer = null;
let xrFrame = null;
const depthSensing = new WebXRDepthSensing();
const attributes = gl.getContextAttributes();
let initialRenderTarget = null;
let newRenderTarget = null;
const controllers = [];
const controllerInputSources = [];
const currentSize = new Vector2();
let currentPixelRatio = null;
//
const cameraL = new PerspectiveCamera();
cameraL.viewport = new Vector4();
const cameraR = new PerspectiveCamera();
cameraR.viewport = new Vector4();
const cameras = [ cameraL, cameraR ];
const cameraXR = new ArrayCamera();
let _currentDepthNear = null;
let _currentDepthFar = null;
//
this.cameraAutoUpdate = true;
this.enabled = false;
this.isPresenting = false;
this.getController = function ( index ) {
let controller = controllers[ index ];
if ( controller === undefined ) {
controller = new WebXRController();
controllers[ index ] = controller;
}
return controller.getTargetRaySpace();
};
this.getControllerGrip = function ( index ) {
let controller = controllers[ index ];
if ( controller === undefined ) {
controller = new WebXRController();
controllers[ index ] = controller;
}
return controller.getGripSpace();
};
this.getHand = function ( index ) {
let controller = controllers[ index ];
if ( controller === undefined ) {
controller = new WebXRController();
controllers[ index ] = controller;
}
return controller.getHandSpace();
};
//
function onSessionEvent( event ) {
const controllerIndex = controllerInputSources.indexOf( event.inputSource );
if ( controllerIndex === -1 ) {
return;
}
const controller = controllers[ controllerIndex ];
if ( controller !== undefined ) {
controller.update( event.inputSource, event.frame, customReferenceSpace || referenceSpace );
controller.dispatchEvent( { type: event.type, data: event.inputSource } );
}
}
function onSessionEnd() {
session.removeEventListener( 'select', onSessionEvent );
session.removeEventListener( 'selectstart', onSessionEvent );
session.removeEventListener( 'selectend', onSessionEvent );
session.removeEventListener( 'squeeze', onSessionEvent );
session.removeEventListener( 'squeezestart', onSessionEvent );
session.removeEventListener( 'squeezeend', onSessionEvent );
session.removeEventListener( 'end', onSessionEnd );
session.removeEventListener( 'inputsourceschange', onInputSourcesChange );
for ( let i = 0; i < controllers.length; i ++ ) {
const inputSource = controllerInputSources[ i ];
if ( inputSource === null ) continue;
controllerInputSources[ i ] = null;
controllers[ i ].disconnect( inputSource );
}
_currentDepthNear = null;
_currentDepthFar = null;
depthSensing.reset();
// restore framebuffer/rendering state
renderer.setRenderTarget( initialRenderTarget );
glBaseLayer = null;
glProjLayer = null;
glBinding = null;
session = null;
newRenderTarget = null;
//
animation.stop();
scope.isPresenting = false;
renderer.setPixelRatio( currentPixelRatio );
renderer.setSize( currentSize.width, currentSize.height, false );
scope.dispatchEvent( { type: 'sessionend' } );
}
this.setFramebufferScaleFactor = function ( value ) {
framebufferScaleFactor = value;
if ( scope.isPresenting === true ) {
console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );
}
};
this.setReferenceSpaceType = function ( value ) {
referenceSpaceType = value;
if ( scope.isPresenting === true ) {
console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );
}
};
this.getReferenceSpace = function () {
return customReferenceSpace || referenceSpace;
};
this.setReferenceSpace = function ( space ) {
customReferenceSpace = space;
};
this.getBaseLayer = function () {
return glProjLayer !== null ? glProjLayer : glBaseLayer;
};
this.getBinding = function () {
return glBinding;
};
this.getFrame = function () {
return xrFrame;
};
this.getSession = function () {
return session;
};
this.setSession = async function ( value ) {
session = value;
if ( session !== null ) {
initialRenderTarget = renderer.getRenderTarget();
session.addEventListener( 'select', onSessionEvent );
session.addEventListener( 'selectstart', onSessionEvent );
session.addEventListener( 'selectend', onSessionEvent );
session.addEventListener( 'squeeze', onSessionEvent );
session.addEventListener( 'squeezestart', onSessionEvent );
session.addEventListener( 'squeezeend', onSessionEvent );
session.addEventListener( 'end', onSessionEnd );
session.addEventListener( 'inputsourceschange', onInputSourcesChange );
if ( attributes.xrCompatible !== true ) {
await gl.makeXRCompatible();
}
currentPixelRatio = renderer.getPixelRatio();
renderer.getSize( currentSize );
// Check that the browser implements the necessary APIs to use an
// XRProjectionLayer rather than an XRWebGLLayer
const useLayers = typeof XRWebGLBinding !== 'undefined' && 'createProjectionLayer' in XRWebGLBinding.prototype;
if ( ! useLayers ) {
const layerInit = {
antialias: attributes.antialias,
alpha: true,
depth: attributes.depth,
stencil: attributes.stencil,
framebufferScaleFactor: framebufferScaleFactor
};
glBaseLayer = new XRWebGLLayer( session, gl, layerInit );
session.updateRenderState( { baseLayer: glBaseLayer } );
renderer.setPixelRatio( 1 );
renderer.setSize( glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false );
newRenderTarget = new WebGLRenderTarget(
glBaseLayer.framebufferWidth,
glBaseLayer.framebufferHeight,
{
format: RGBAFormat,
type: UnsignedByteType,
colorSpace: renderer.outputColorSpace,
stencilBuffer: attributes.stencil
}
);
} else {
let depthFormat = null;
let depthType = null;
let glDepthFormat = null;
if ( attributes.depth ) {
glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;
depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;
}
const projectionlayerInit = {
colorFormat: gl.RGBA8,
depthFormat: glDepthFormat,
scaleFactor: framebufferScaleFactor
};
glBinding = new XRWebGLBinding( session, gl );
glProjLayer = glBinding.createProjectionLayer( projectionlayerInit );
session.updateRenderState( { layers: [ glProjLayer ] } );
renderer.setPixelRatio( 1 );
renderer.setSize( glProjLayer.textureWidth, glProjLayer.textureHeight, false );
newRenderTarget = new WebGLRenderTarget(
glProjLayer.textureWidth,
glProjLayer.textureHeight,
{
format: RGBAFormat,
type: UnsignedByteType,
depthTexture: new DepthTexture( glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),
stencilBuffer: attributes.stencil,
colorSpace: renderer.outputColorSpace,
samples: attributes.antialias ? 4 : 0,
resolveDepthBuffer: ( glProjLayer.ignoreDepthValues === false )
} );
}
newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278
this.setFoveation( foveation );
customReferenceSpace = null;
referenceSpace = await session.requestReferenceSpace( referenceSpaceType );
animation.setContext( session );
animation.start();
scope.isPresenting = true;
scope.dispatchEvent( { type: 'sessionstart' } );
}
};
this.getEnvironmentBlendMode = function () {
if ( session !== null ) {
return session.environmentBlendMode;
}
};
this.getDepthTexture = function () {
return depthSensing.getDepthTexture();
};
function onInputSourcesChange( event ) {
// Notify disconnected
for ( let i = 0; i < event.removed.length; i ++ ) {
const inputSource = event.removed[ i ];
const index = controllerInputSources.indexOf( inputSource );
if ( index >= 0 ) {
controllerInputSources[ index ] = null;
controllers[ index ].disconnect( inputSource );
}
}
// Notify connected
for ( let i = 0; i < event.added.length; i ++ ) {
const inputSource = event.added[ i ];
let controllerIndex = controllerInputSources.indexOf( inputSource );
if ( controllerIndex === -1 ) {
// Assign input source a controller that currently has no input source
for ( let i = 0; i < controllers.length; i ++ ) {
if ( i >= controllerInputSources.length ) {
controllerInputSources.push( inputSource );
controllerIndex = i;
break;
} else if ( controllerInputSources[ i ] === null ) {
controllerInputSources[ i ] = inputSource;
controllerIndex = i;
break;
}
}
// If all controllers do currently receive input we ignore new ones
if ( controllerIndex === -1 ) break;
}
const controller = controllers[ controllerIndex ];
if ( controller ) {
controller.connect( inputSource );
}
}
}
//
const cameraLPos = new Vector3();
const cameraRPos = new Vector3();
/**
* Assumes 2 cameras that are parallel and share an X-axis, and that
* the cameras' projection and world matrices have already been set.
* And that near and far planes are identical for both cameras.
* Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
*
* @param {ArrayCamera} camera - The camera to update.
* @param {PerspectiveCamera} cameraL - The left camera.
* @param {PerspectiveCamera} cameraR - The right camera.
*/
function setProjectionFromUnion( camera, cameraL, cameraR ) {
cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
const ipd = cameraLPos.distanceTo( cameraRPos );
const projL = cameraL.projectionMatrix.elements;
const projR = cameraR.projectionMatrix.elements;
// VR systems will have identical far and near planes, and
// most likely identical top and bottom frustum extents.
// Use the left camera for these values.
const near = projL[ 14 ] / ( projL[ 10 ] - 1 );
const far = projL[ 14 ] / ( projL[ 10 ] + 1 );
const topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
const bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
const leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
const rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
const left = near * leftFov;
const right = near * rightFov;
// Calculate the new camera's position offset from the
// left camera. xOffset should be roughly half `ipd`.
const zOffset = ipd / ( - leftFov + rightFov );
const xOffset = zOffset * - leftFov;
// TODO: Better way to apply this offset?
cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
camera.translateX( xOffset );
camera.translateZ( zOffset );
camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();
// Check if the projection uses an infinite far plane.
if ( projL[ 10 ] === -1 ) {
// Use the projection matrix from the left eye.
// The camera offset is sufficient to include the view volumes
// of both eyes (assuming symmetric projections).
camera.projectionMatrix.copy( cameraL.projectionMatrix );
camera.projectionMatrixInverse.copy( cameraL.projectionMatrixInverse );
} else {
// Find the union of the frustum values of the cameras and scale
// the values so that the near plane's position does not change in world space,
// although must now be relative to the new union camera.
const near2 = near + zOffset;
const far2 = far + zOffset;
const left2 = left - xOffset;
const right2 = right + ( ipd - xOffset );
const top2 = topFov * far / far2 * near2;
const bottom2 = bottomFov * far / far2 * near2;
camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();
}
}
function updateCamera( camera, parent ) {
if ( parent === null ) {
camera.matrixWorld.copy( camera.matrix );
} else {
camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
}
camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();
}
this.updateCamera = function ( camera ) {
if ( session === null ) return;
let depthNear = camera.near;
let depthFar = camera.far;
if ( depthSensing.texture !== null ) {
if ( depthSensing.depthNear > 0 ) depthNear = depthSensing.depthNear;
if ( depthSensing.depthFar > 0 ) depthFar = depthSensing.depthFar;
}
cameraXR.near = cameraR.near = cameraL.near = depthNear;
cameraXR.far = cameraR.far = cameraL.far = depthFar;
if ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) {
// Note that the new renderState won't apply until the next frame. See #18320
session.updateRenderState( {
depthNear: cameraXR.near,
depthFar: cameraXR.far
} );
_currentDepthNear = cameraXR.near;
_currentDepthFar = cameraXR.far;
}
cameraL.layers.mask = camera.layers.mask | 0b010;
cameraR.layers.mask = camera.layers.mask | 0b100;
cameraXR.layers.mask = cameraL.layers.mask | cameraR.layers.mask;
const parent = camera.parent;
const cameras = cameraXR.cameras;
updateCamera( cameraXR, parent );
for ( let i = 0; i < cameras.length; i ++ ) {
updateCamera( cameras[ i ], parent );
}
// update projection matrix for proper view frustum culling
if ( cameras.length === 2 ) {
setProjectionFromUnion( cameraXR, cameraL, cameraR );
} else {
// assume single camera setup (AR)
cameraXR.projectionMatrix.copy( cameraL.projectionMatrix );
}
// update user camera and its children
updateUserCamera( camera, cameraXR, parent );
};
function updateUserCamera( camera, cameraXR, parent ) {
if ( parent === null ) {
camera.matrix.copy( cameraXR.matrixWorld );
} else {
camera.matrix.copy( parent.matrixWorld );
camera.matrix.invert();
camera.matrix.multiply( cameraXR.matrixWorld );
}
camera.matrix.decompose( camera.position, camera.quaternion, camera.scale );
camera.updateMatrixWorld( true );
camera.projectionMatrix.copy( cameraXR.projectionMatrix );
camera.projectionMatrixInverse.copy( cameraXR.projectionMatrixInverse );
if ( camera.isPerspectiveCamera ) {
camera.fov = RAD2DEG * 2 * Math.atan( 1 / camera.projectionMatrix.elements[ 5 ] );
camera.zoom = 1;
}
}
this.getCamera = function () {
return cameraXR;
};
this.getFoveation = function () {
if ( glProjLayer === null && glBaseLayer === null ) {
return undefined;
}
return foveation;
};
this.setFoveation = function ( value ) {
// 0 = no foveation = full resolution
// 1 = maximum foveation = the edges render at lower resolution
foveation = value;
if ( glProjLayer !== null ) {
glProjLayer.fixedFoveation = value;
}
if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {
glBaseLayer.fixedFoveation = value;
}
};
this.hasDepthSensing = function () {
return depthSensing.texture !== null;
};
this.getDepthSensingMesh = function () {
return depthSensing.getMesh( cameraXR );
};
// Animation Loop
let onAnimationFrameCallback = null;
function onAnimationFrame( time, frame ) {
pose = frame.getViewerPose( customReferenceSpace || referenceSpace );
xrFrame = frame;
if ( pose !== null ) {
const views = pose.views;
if ( glBaseLayer !== null ) {
renderer.setRenderTargetFramebuffer( newRenderTarget, glBaseLayer.framebuffer );
renderer.setRenderTarget( newRenderTarget );
}
let cameraXRNeedsUpdate = false;
// check if it's necessary to rebuild cameraXR's camera list
if ( views.length !== cameraXR.cameras.length ) {
cameraXR.cameras.length = 0;
cameraXRNeedsUpdate = true;
}
for ( let i = 0; i < views.length; i ++ ) {
const view = views[ i ];
let viewport = null;
if ( glBaseLayer !== null ) {
viewport = glBaseLayer.getViewport( view );
} else {
const glSubImage = glBinding.getViewSubImage( glProjLayer, view );
viewport = glSubImage.viewport;
// For side-by-side projection, we only produce a single texture for both eyes.
if ( i === 0 ) {
renderer.setRenderTargetTextures(
newRenderTarget,
glSubImage.colorTexture,
glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );
renderer.setRenderTarget( newRenderTarget );
}
}
let camera = cameras[ i ];
if ( camera === undefined ) {
camera = new PerspectiveCamera();
camera.layers.enable( i );
camera.viewport = new Vector4();
cameras[ i ] = camera;
}
camera.matrix.fromArray( view.transform.matrix );
camera.matrix.decompose( camera.position, camera.quaternion, camera.scale );
camera.projectionMatrix.fromArray( view.projectionMatrix );
camera.projectionMatrixInverse.copy( camera.projectionMatrix ).invert();
camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
if ( i === 0 ) {
cameraXR.matrix.copy( camera.matrix );
cameraXR.matrix.decompose( cameraXR.position, cameraXR.quaternion, cameraXR.scale );
}
if ( cameraXRNeedsUpdate === true ) {
cameraXR.cameras.push( camera );
}
}
//
const enabledFeatures = session.enabledFeatures;
const gpuDepthSensingEnabled = enabledFeatures &&
enabledFeatures.includes( 'depth-sensing' ) &&
session.depthUsage == 'gpu-optimized';
if ( gpuDepthSensingEnabled && glBinding ) {
const depthData = glBinding.getDepthInformation( views[ 0 ] );
if ( depthData && depthData.isValid && depthData.texture ) {
depthSensing.init( renderer, depthData, session.renderState );
}
}
}
//
for ( let i = 0; i < controllers.length; i ++ ) {
const inputSource = controllerInputSources[ i ];
const controller = controllers[ i ];
if ( inputSource !== null && controller !== undefined ) {
controller.update( inputSource, frame, customReferenceSpace || referenceSpace );
}
}
if ( onAnimationFrameCallback ) onAnimationFrameCallback( time, frame );
if ( frame.detectedPlanes ) {
scope.dispatchEvent( { type: 'planesdetected', data: frame } );
}
xrFrame = null;
}
const animation = new WebGLAnimation();
animation.setAnimationLoop( onAnimationFrame );
this.setAnimationLoop = function ( callback ) {
onAnimationFrameCallback = callback;
};
this.dispose = function () {};
}
}
const _e1 = /*@__PURE__*/ new Euler();
const _m1 = /*@__PURE__*/ new Matrix4();
function WebGLMaterials( renderer, properties ) {
function refreshTransformUniform( map, uniform ) {
if ( map.matrixAutoUpdate === true ) {
map.updateMatrix();
}
uniform.value.copy( map.matrix );
}
function refreshFogUniforms( uniforms, fog ) {
fog.color.getRGB( uniforms.fogColor.value, getUnlitUniformColorSpace( renderer ) );
if ( fog.isFog ) {
uniforms.fogNear.value = fog.near;
uniforms.fogFar.value = fog.far;
} else if ( fog.isFogExp2 ) {
uniforms.fogDensity.value = fog.density;
}
}
function refreshMaterialUniforms( uniforms, material, pixelRatio, height, transmissionRenderTarget ) {
if ( material.isMeshBasicMaterial ) {
refreshUniformsCommon( uniforms, material );
} else if ( material.isMeshLambertMaterial ) {
refreshUniformsCommon( uniforms, material );
} else if ( material.isMeshToonMaterial ) {
refreshUniformsCommon( uniforms, material );
refreshUniformsToon( uniforms, material );
} else if ( material.isMeshPhongMaterial ) {
refreshUniformsCommon( uniforms, material );
refreshUniformsPhong( uniforms, material );
} else if ( material.isMeshStandardMaterial ) {
refreshUniformsCommon( uniforms, material );
refreshUniformsStandard( uniforms, material );
if ( material.isMeshPhysicalMaterial ) {
refreshUniformsPhysical( uniforms, material, transmissionRenderTarget );
}
} else if ( material.isMeshMatcapMaterial ) {
refreshUniformsCommon( uniforms, material );
refreshUniformsMatcap( uniforms, material );
} else if ( material.isMeshDepthMaterial ) {
refreshUniformsCommon( uniforms, material );
} else if ( material.isMeshDistanceMaterial ) {
refreshUniformsCommon( uniforms, material );
refreshUniformsDistance( uniforms, material );
} else if ( material.isMeshNormalMaterial ) {
refreshUniformsCommon( uniforms, material );
} else if ( material.isLineBasicMaterial ) {
refreshUniformsLine( uniforms, material );
if ( material.isLineDashedMaterial ) {
refreshUniformsDash( uniforms, material );
}
} else if ( material.isPointsMaterial ) {
refreshUniformsPoints( uniforms, material, pixelRatio, height );
} else if ( material.isSpriteMaterial ) {
refreshUniformsSprites( uniforms, material );
} else if ( material.isShadowMaterial ) {
uniforms.color.value.copy( material.color );
uniforms.opacity.value = material.opacity;
} else if ( material.isShaderMaterial ) {
material.uniformsNeedUpdate = false; // #15581
}
}
function refreshUniformsCommon( uniforms, material ) {
uniforms.opacity.value = material.opacity;
if ( material.color ) {
uniforms.diffuse.value.copy( material.color );
}
if ( material.emissive ) {
uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
}
if ( material.map ) {
uniforms.map.value = material.map;
refreshTransformUniform( material.map, uniforms.mapTransform );
}
if ( material.alphaMap ) {
uniforms.alphaMap.value = material.alphaMap;
refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );
}
if ( material.bumpMap ) {
uniforms.bumpMap.value = material.bumpMap;
refreshTransformUniform( material.bumpMap, uniforms.bumpMapTransform );
uniforms.bumpScale.value = material.bumpScale;
if ( material.side === BackSide ) {
uniforms.bumpScale.value *= -1;
}
}
if ( material.normalMap ) {
uniforms.normalMap.value = material.normalMap;
refreshTransformUniform( material.normalMap, uniforms.normalMapTransform );
uniforms.normalScale.value.copy( material.normalScale );
if ( material.side === BackSide ) {
uniforms.normalScale.value.negate();
}
}
if ( material.displacementMap ) {
uniforms.displacementMap.value = material.displacementMap;
refreshTransformUniform( material.displacementMap, uniforms.displacementMapTransform );
uniforms.displacementScale.value = material.displacementScale;
uniforms.displacementBias.value = material.displacementBias;
}
if ( material.emissiveMap ) {
uniforms.emissiveMap.value = material.emissiveMap;
refreshTransformUniform( material.emissiveMap, uniforms.emissiveMapTransform );
}
if ( material.specularMap ) {
uniforms.specularMap.value = material.specularMap;
refreshTransformUniform( material.specularMap, uniforms.specularMapTransform );
}
if ( material.alphaTest > 0 ) {
uniforms.alphaTest.value = material.alphaTest;
}
const materialProperties = properties.get( material );
const envMap = materialProperties.envMap;
const envMapRotation = materialProperties.envMapRotation;
if ( envMap ) {
uniforms.envMap.value = envMap;
_e1.copy( envMapRotation );
// accommodate left-handed frame
_e1.x *= -1; _e1.y *= -1; _e1.z *= -1;
if ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) {
// environment maps which are not cube render targets or PMREMs follow a different convention
_e1.y *= -1;
_e1.z *= -1;
}
uniforms.envMapRotation.value.setFromMatrix4( _m1.makeRotationFromEuler( _e1 ) );
uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? -1 : 1;
uniforms.reflectivity.value = material.reflectivity;
uniforms.ior.value = material.ior;
uniforms.refractionRatio.value = material.refractionRatio;
}
if ( material.lightMap ) {
uniforms.lightMap.value = material.lightMap;
uniforms.lightMapIntensity.value = material.lightMapIntensity;
refreshTransformUniform( material.lightMap, uniforms.lightMapTransform );
}
if ( material.aoMap ) {
uniforms.aoMap.value = material.aoMap;
uniforms.aoMapIntensity.value = material.aoMapIntensity;
refreshTransformUniform( material.aoMap, uniforms.aoMapTransform );
}
}
function refreshUniformsLine( uniforms, material ) {
uniforms.diffuse.value.copy( material.color );
uniforms.opacity.value = material.opacity;
if ( material.map ) {
uniforms.map.value = material.map;
refreshTransformUniform( material.map, uniforms.mapTransform );
}
}
function refreshUniformsDash( uniforms, material ) {
uniforms.dashSize.value = material.dashSize;
uniforms.totalSize.value = material.dashSize + material.gapSize;
uniforms.scale.value = material.scale;
}
function refreshUniformsPoints( uniforms, material, pixelRatio, height ) {
uniforms.diffuse.value.copy( material.color );
uniforms.opacity.value = material.opacity;
uniforms.size.value = material.size * pixelRatio;
uniforms.scale.value = height * 0.5;
if ( material.map ) {
uniforms.map.value = material.map;
refreshTransformUniform( material.map, uniforms.uvTransform );
}
if ( material.alphaMap ) {
uniforms.alphaMap.value = material.alphaMap;
refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );
}
if ( material.alphaTest > 0 ) {
uniforms.alphaTest.value = material.alphaTest;
}
}
function refreshUniformsSprites( uniforms, material ) {
uniforms.diffuse.value.copy( material.color );
uniforms.opacity.value = material.opacity;
uniforms.rotation.value = material.rotation;
if ( material.map ) {
uniforms.map.value = material.map;
refreshTransformUniform( material.map, uniforms.mapTransform );
}
if ( material.alphaMap ) {
uniforms.alphaMap.value = material.alphaMap;
refreshTransformUniform( material.alphaMap, uniforms.alphaMapTransform );
}
if ( material.alphaTest > 0 ) {
uniforms.alphaTest.value = material.alphaTest;
}
}
function refreshUniformsPhong( uniforms, material ) {
uniforms.specular.value.copy( material.specular );
uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
}
function refreshUniformsToon( uniforms, material ) {
if ( material.gradientMap ) {
uniforms.gradientMap.value = material.gradientMap;
}
}
function refreshUniformsStandard( uniforms, material ) {
uniforms.metalness.value = material.metalness;
if ( material.metalnessMap ) {
uniforms.metalnessMap.value = material.metalnessMap;
refreshTransformUniform( material.metalnessMap, uniforms.metalnessMapTransform );
}
uniforms.roughness.value = material.roughness;
if ( material.roughnessMap ) {
uniforms.roughnessMap.value = material.roughnessMap;
refreshTransformUniform( material.roughnessMap, uniforms.roughnessMapTransform );
}
if ( material.envMap ) {
//uniforms.envMap.value = material.envMap; // part of uniforms common
uniforms.envMapIntensity.value = material.envMapIntensity;
}
}
function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {
uniforms.ior.value = material.ior; // also part of uniforms common
if ( material.sheen > 0 ) {
uniforms.sheenColor.value.copy( material.sheenColor ).multiplyScalar( material.sheen );
uniforms.sheenRoughness.value = material.sheenRoughness;
if ( material.sheenColorMap ) {
uniforms.sheenColorMap.value = material.sheenColorMap;
refreshTransformUniform( material.sheenColorMap, uniforms.sheenColorMapTransform );
}
if ( material.sheenRoughnessMap ) {
uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;
refreshTransformUniform( material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform );
}
}
if ( material.clearcoat > 0 ) {
uniforms.clearcoat.value = material.clearcoat;
uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
if ( material.clearcoatMap ) {
uniforms.clearcoatMap.value = material.clearcoatMap;
refreshTransformUniform( material.clearcoatMap, uniforms.clearcoatMapTransform );
}
if ( material.clearcoatRoughnessMap ) {
uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
refreshTransformUniform( material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform );
}
if ( material.clearcoatNormalMap ) {
uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
refreshTransformUniform( material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform );
uniforms.clearcoatNormalScale.value.copy( material.clearcoatNormalScale );
if ( material.side === BackSide ) {
uniforms.clearcoatNormalScale.value.negate();
}
}
}
if ( material.dispersion > 0 ) {
uniforms.dispersion.value = material.dispersion;
}
if ( material.iridescence > 0 ) {
uniforms.iridescence.value = material.iridescence;
uniforms.iridescenceIOR.value = material.iridescenceIOR;
uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[ 0 ];
uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[ 1 ];
if ( material.iridescenceMap ) {
uniforms.iridescenceMap.value = material.iridescenceMap;
refreshTransformUniform( material.iridescenceMap, uniforms.iridescenceMapTransform );
}
if ( material.iridescenceThicknessMap ) {
uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;
refreshTransformUniform( material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform );
}
}
if ( material.transmission > 0 ) {
uniforms.transmission.value = material.transmission;
uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;
uniforms.transmissionSamplerSize.value.set( transmissionRenderTarget.width, transmissionRenderTarget.height );
if ( material.transmissionMap ) {
uniforms.transmissionMap.value = material.transmissionMap;
refreshTransformUniform( material.transmissionMap, uniforms.transmissionMapTransform );
}
uniforms.thickness.value = material.thickness;
if ( material.thicknessMap ) {
uniforms.thicknessMap.value = material.thicknessMap;
refreshTransformUniform( material.thicknessMap, uniforms.thicknessMapTransform );
}
uniforms.attenuationDistance.value = material.attenuationDistance;
uniforms.attenuationColor.value.copy( material.attenuationColor );
}
if ( material.anisotropy > 0 ) {
uniforms.anisotropyVector.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) );
if ( material.anisotropyMap ) {
uniforms.anisotropyMap.value = material.anisotropyMap;
refreshTransformUniform( material.anisotropyMap, uniforms.anisotropyMapTransform );
}
}
uniforms.specularIntensity.value = material.specularIntensity;
uniforms.specularColor.value.copy( material.specularColor );
if ( material.specularColorMap ) {
uniforms.specularColorMap.value = material.specularColorMap;
refreshTransformUniform( material.specularColorMap, uniforms.specularColorMapTransform );
}
if ( material.specularIntensityMap ) {
uniforms.specularIntensityMap.value = material.specularIntensityMap;
refreshTransformUniform( material.specularIntensityMap, uniforms.specularIntensityMapTransform );
}
}
function refreshUniformsMatcap( uniforms, material ) {
if ( material.matcap ) {
uniforms.matcap.value = material.matcap;
}
}
function refreshUniformsDistance( uniforms, material ) {
const light = properties.get( material ).light;
uniforms.referencePosition.value.setFromMatrixPosition( light.matrixWorld );
uniforms.nearDistance.value = light.shadow.camera.near;
uniforms.farDistance.value = light.shadow.camera.far;
}
return {
refreshFogUniforms: refreshFogUniforms,
refreshMaterialUniforms: refreshMaterialUniforms
};
}
function WebGLUniformsGroups( gl, info, capabilities, state ) {
let buffers = {};
let updateList = {};
let allocatedBindingPoints = [];
const maxBindingPoints = gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ); // binding points are global whereas block indices are per shader program
function bind( uniformsGroup, program ) {
const webglProgram = program.program;
state.uniformBlockBinding( uniformsGroup, webglProgram );
}
function update( uniformsGroup, program ) {
let buffer = buffers[ uniformsGroup.id ];
if ( buffer === undefined ) {
prepareUniformsGroup( uniformsGroup );
buffer = createBuffer( uniformsGroup );
buffers[ uniformsGroup.id ] = buffer;
uniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose );
}
// ensure to update the binding points/block indices mapping for this program
const webglProgram = program.program;
state.updateUBOMapping( uniformsGroup, webglProgram );
// update UBO once per frame
const frame = info.render.frame;
if ( updateList[ uniformsGroup.id ] !== frame ) {
updateBufferData( uniformsGroup );
updateList[ uniformsGroup.id ] = frame;
}
}
function createBuffer( uniformsGroup ) {
// the setup of an UBO is independent of a particular shader program but global
const bindingPointIndex = allocateBindingPointIndex();
uniformsGroup.__bindingPointIndex = bindingPointIndex;
const buffer = gl.createBuffer();
const size = uniformsGroup.__size;
const usage = uniformsGroup.usage;
gl.bindBuffer( gl.UNIFORM_BUFFER, buffer );
gl.bufferData( gl.UNIFORM_BUFFER, size, usage );
gl.bindBuffer( gl.UNIFORM_BUFFER, null );
gl.bindBufferBase( gl.UNIFORM_BUFFER, bindingPointIndex, buffer );
return buffer;
}
function allocateBindingPointIndex() {
for ( let i = 0; i < maxBindingPoints; i ++ ) {
if ( allocatedBindingPoints.indexOf( i ) === -1 ) {
allocatedBindingPoints.push( i );
return i;
}
}
console.error( 'THREE.WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.' );
return 0;
}
function updateBufferData( uniformsGroup ) {
const buffer = buffers[ uniformsGroup.id ];
const uniforms = uniformsGroup.uniforms;
const cache = uniformsGroup.__cache;
gl.bindBuffer( gl.UNIFORM_BUFFER, buffer );
for ( let i = 0, il = uniforms.length; i < il; i ++ ) {
const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];
for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {
const uniform = uniformArray[ j ];
if ( hasUniformChanged( uniform, i, j, cache ) === true ) {
const offset = uniform.__offset;
const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];
let arrayOffset = 0;
for ( let k = 0; k < values.length; k ++ ) {
const value = values[ k ];
const info = getUniformSize( value );
// TODO add integer and struct support
if ( typeof value === 'number' || typeof value === 'boolean' ) {
uniform.__data[ 0 ] = value;
gl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data );
} else if ( value.isMatrix3 ) {
// manually converting 3x3 to 3x4
uniform.__data[ 0 ] = value.elements[ 0 ];
uniform.__data[ 1 ] = value.elements[ 1 ];
uniform.__data[ 2 ] = value.elements[ 2 ];
uniform.__data[ 3 ] = 0;
uniform.__data[ 4 ] = value.elements[ 3 ];
uniform.__data[ 5 ] = value.elements[ 4 ];
uniform.__data[ 6 ] = value.elements[ 5 ];
uniform.__data[ 7 ] = 0;
uniform.__data[ 8 ] = value.elements[ 6 ];
uniform.__data[ 9 ] = value.elements[ 7 ];
uniform.__data[ 10 ] = value.elements[ 8 ];
uniform.__data[ 11 ] = 0;
} else {
value.toArray( uniform.__data, arrayOffset );
arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;
}
}
gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );
}
}
}
gl.bindBuffer( gl.UNIFORM_BUFFER, null );
}
function hasUniformChanged( uniform, index, indexArray, cache ) {
const value = uniform.value;
const indexString = index + '_' + indexArray;
if ( cache[ indexString ] === undefined ) {
// cache entry does not exist so far
if ( typeof value === 'number' || typeof value === 'boolean' ) {
cache[ indexString ] = value;
} else {
cache[ indexString ] = value.clone();
}
return true;
} else {
const cachedObject = cache[ indexString ];
// compare current value with cached entry
if ( typeof value === 'number' || typeof value === 'boolean' ) {
if ( cachedObject !== value ) {
cache[ indexString ] = value;
return true;
}
} else {
if ( cachedObject.equals( value ) === false ) {
cachedObject.copy( value );
return true;
}
}
}
return false;
}
function prepareUniformsGroup( uniformsGroup ) {
// determine total buffer size according to the STD140 layout
// Hint: STD140 is the only supported layout in WebGL 2
const uniforms = uniformsGroup.uniforms;
let offset = 0; // global buffer offset in bytes
const chunkSize = 16; // size of a chunk in bytes
for ( let i = 0, l = uniforms.length; i < l; i ++ ) {
const uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];
for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {
const uniform = uniformArray[ j ];
const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];
for ( let k = 0, kl = values.length; k < kl; k ++ ) {
const value = values[ k ];
const info = getUniformSize( value );
const chunkOffset = offset % chunkSize; // offset in the current chunk
const chunkPadding = chunkOffset % info.boundary; // required padding to match boundary
const chunkStart = chunkOffset + chunkPadding; // the start position in the current chunk for the data
offset += chunkPadding;
// Check for chunk overflow
if ( chunkStart !== 0 && ( chunkSize - chunkStart ) < info.storage ) {
// Add padding and adjust offset
offset += ( chunkSize - chunkStart );
}
// the following two properties will be used for partial buffer updates
uniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT );
uniform.__offset = offset;
// Update the global offset
offset += info.storage;
}
}
}
// ensure correct final padding
const chunkOffset = offset % chunkSize;
if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset );
//
uniformsGroup.__size = offset;
uniformsGroup.__cache = {};
return this;
}
function getUniformSize( value ) {
const info = {
boundary: 0, // bytes
storage: 0 // bytes
};
// determine sizes according to STD140
if ( typeof value === 'number' || typeof value === 'boolean' ) {
// float/int/bool
info.boundary = 4;
info.storage = 4;
} else if ( value.isVector2 ) {
// vec2
info.boundary = 8;
info.storage = 8;
} else if ( value.isVector3 || value.isColor ) {
// vec3
info.boundary = 16;
info.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes
} else if ( value.isVector4 ) {
// vec4
info.boundary = 16;
info.storage = 16;
} else if ( value.isMatrix3 ) {
// mat3 (in STD140 a 3x3 matrix is represented as 3x4)
info.boundary = 48;
info.storage = 48;
} else if ( value.isMatrix4 ) {
// mat4
info.boundary = 64;
info.storage = 64;
} else if ( value.isTexture ) {
console.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' );
} else {
console.warn( 'THREE.WebGLRenderer: Unsupported uniform value type.', value );
}
return info;
}
function onUniformsGroupsDispose( event ) {
const uniformsGroup = event.target;
uniformsGroup.removeEventListener( 'dispose', onUniformsGroupsDispose );
const index = allocatedBindingPoints.indexOf( uniformsGroup.__bindingPointIndex );
allocatedBindingPoints.splice( index, 1 );
gl.deleteBuffer( buffers[ uniformsGroup.id ] );
delete buffers[ uniformsGroup.id ];
delete updateList[ uniformsGroup.id ];
}
function dispose() {
for ( const id in buffers ) {
gl.deleteBuffer( buffers[ id ] );
}
allocatedBindingPoints = [];
buffers = {};
updateList = {};
}
return {
bind: bind,
update: update,
dispose: dispose
};
}
class WebGLRenderer {
constructor( parameters = {} ) {
const {
canvas = createCanvasElement(),
context = null,
depth = true,
stencil = false,
alpha = false,
antialias = false,
premultipliedAlpha = true,
preserveDrawingBuffer = false,
powerPreference = 'default',
failIfMajorPerformanceCaveat = false,
reverseDepthBuffer = false,
} = parameters;
this.isWebGLRenderer = true;
let _alpha;
if ( context !== null ) {
if ( typeof WebGLRenderingContext !== 'undefined' && context instanceof WebGLRenderingContext ) {
throw new Error( 'THREE.WebGLRenderer: WebGL 1 is not supported since r163.' );
}
_alpha = context.getContextAttributes().alpha;
} else {
_alpha = alpha;
}
const uintClearColor = new Uint32Array( 4 );
const intClearColor = new Int32Array( 4 );
let currentRenderList = null;
let currentRenderState = null;
// render() can be called from within a callback triggered by another render.
// We track this so that the nested render call gets its list and state isolated from the parent render call.
const renderListStack = [];
const renderStateStack = [];
// public properties
this.domElement = canvas;
// Debug configuration container
this.debug = {
/**
* Enables error checking and reporting when shader programs are being compiled
* @type {boolean}
*/
checkShaderErrors: true,
/**
* Callback for custom error reporting.
* @type {?Function}
*/
onShaderError: null
};
// clearing
this.autoClear = true;
this.autoClearColor = true;
this.autoClearDepth = true;
this.autoClearStencil = true;
// scene graph
this.sortObjects = true;
// user-defined clipping
this.clippingPlanes = [];
this.localClippingEnabled = false;
// physically based shading
this._outputColorSpace = SRGBColorSpace;
// tone mapping
this.toneMapping = NoToneMapping;
this.toneMappingExposure = 1.0;
// internal properties
const _this = this;
let _isContextLost = false;
// internal state cache
let _currentActiveCubeFace = 0;
let _currentActiveMipmapLevel = 0;
let _currentRenderTarget = null;
let _currentMaterialId = -1;
let _currentCamera = null;
const _currentViewport = new Vector4();
const _currentScissor = new Vector4();
let _currentScissorTest = null;
const _currentClearColor = new Color( 0x000000 );
let _currentClearAlpha = 0;
//
let _width = canvas.width;
let _height = canvas.height;
let _pixelRatio = 1;
let _opaqueSort = null;
let _transparentSort = null;
const _viewport = new Vector4( 0, 0, _width, _height );
const _scissor = new Vector4( 0, 0, _width, _height );
let _scissorTest = false;
// frustum
const _frustum = new Frustum();
// clipping
let _clippingEnabled = false;
let _localClippingEnabled = false;
// transmission render target scale
this.transmissionResolutionScale = 1.0;
// camera matrices cache
const _currentProjectionMatrix = new Matrix4();
const _projScreenMatrix = new Matrix4();
const _vector3 = new Vector3();
const _vector4 = new Vector4();
const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };
let _renderBackground = false;
function getTargetPixelRatio() {
return _currentRenderTarget === null ? _pixelRatio : 1;
}
// initialize
let _gl = context;
function getContext( contextName, contextAttributes ) {
return canvas.getContext( contextName, contextAttributes );
}
try {
const contextAttributes = {
alpha: true,
depth,
stencil,
antialias,
premultipliedAlpha,
preserveDrawingBuffer,
powerPreference,
failIfMajorPerformanceCaveat,
};
// OffscreenCanvas does not have setAttribute, see #22811
if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );
// event listeners must be registered before WebGL context is created, see #12753
canvas.addEventListener( 'webglcontextlost', onContextLost, false );
canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );
if ( _gl === null ) {
const contextName = 'webgl2';
_gl = getContext( contextName, contextAttributes );
if ( _gl === null ) {
if ( getContext( contextName ) ) {
throw new Error( 'Error creating WebGL context with your selected attributes.' );
} else {
throw new Error( 'Error creating WebGL context.' );
}
}
}
} catch ( error ) {
console.error( 'THREE.WebGLRenderer: ' + error.message );
throw error;
}
let extensions, capabilities, state, info;
let properties, textures, cubemaps, cubeuvmaps, attributes, geometries, objects;
let programCache, materials, renderLists, renderStates, clipping, shadowMap;
let background, morphtargets, bufferRenderer, indexedBufferRenderer;
let utils, bindingStates, uniformsGroups;
function initGLContext() {
extensions = new WebGLExtensions( _gl );
extensions.init();
utils = new WebGLUtils( _gl, extensions );
capabilities = new WebGLCapabilities( _gl, extensions, parameters, utils );
state = new WebGLState( _gl, extensions );
if ( capabilities.reverseDepthBuffer && reverseDepthBuffer ) {
state.buffers.depth.setReversed( true );
}
info = new WebGLInfo( _gl );
properties = new WebGLProperties();
textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
cubemaps = new WebGLCubeMaps( _this );
cubeuvmaps = new WebGLCubeUVMaps( _this );
attributes = new WebGLAttributes( _gl );
bindingStates = new WebGLBindingStates( _gl, attributes );
geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
objects = new WebGLObjects( _gl, geometries, attributes, info );
morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
clipping = new WebGLClipping( properties );
programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
materials = new WebGLMaterials( _this, properties );
renderLists = new WebGLRenderLists();
renderStates = new WebGLRenderStates( extensions );
background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );
shadowMap = new WebGLShadowMap( _this, objects, capabilities );
uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );
bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info );
indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info );
info.programs = programCache.programs;
_this.capabilities = capabilities;
_this.extensions = extensions;
_this.properties = properties;
_this.renderLists = renderLists;
_this.shadowMap = shadowMap;
_this.state = state;
_this.info = info;
}
initGLContext();
// xr
const xr = new WebXRManager( _this, _gl );
this.xr = xr;
// API
this.getContext = function () {
return _gl;
};
this.getContextAttributes = function () {
return _gl.getContextAttributes();
};
this.forceContextLoss = function () {
const extension = extensions.get( 'WEBGL_lose_context' );
if ( extension ) extension.loseContext();
};
this.forceContextRestore = function () {
const extension = extensions.get( 'WEBGL_lose_context' );
if ( extension ) extension.restoreContext();
};
this.getPixelRatio = function () {
return _pixelRatio;
};
this.setPixelRatio = function ( value ) {
if ( value === undefined ) return;
_pixelRatio = value;
this.setSize( _width, _height, false );
};
this.getSize = function ( target ) {
return target.set( _width, _height );
};
this.setSize = function ( width, height, updateStyle = true ) {
if ( xr.isPresenting ) {
console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
return;
}
_width = width;
_height = height;
canvas.width = Math.floor( width * _pixelRatio );
canvas.height = Math.floor( height * _pixelRatio );
if ( updateStyle === true ) {
canvas.style.width = width + 'px';
canvas.style.height = height + 'px';
}
this.setViewport( 0, 0, width, height );
};
this.getDrawingBufferSize = function ( target ) {
return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();
};
this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
_width = width;
_height = height;
_pixelRatio = pixelRatio;
canvas.width = Math.floor( width * pixelRatio );
canvas.height = Math.floor( height * pixelRatio );
this.setViewport( 0, 0, width, height );
};
this.getCurrentViewport = function ( target ) {
return target.copy( _currentViewport );
};
this.getViewport = function ( target ) {
return target.copy( _viewport );
};
this.setViewport = function ( x, y, width, height ) {
if ( x.isVector4 ) {
_viewport.set( x.x, x.y, x.z, x.w );
} else {
_viewport.set( x, y, width, height );
}
state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).round() );
};
this.getScissor = function ( target ) {
return target.copy( _scissor );
};
this.setScissor = function ( x, y, width, height ) {
if ( x.isVector4 ) {
_scissor.set( x.x, x.y, x.z, x.w );
} else {
_scissor.set( x, y, width, height );
}
state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).round() );
};
this.getScissorTest = function () {
return _scissorTest;
};
this.setScissorTest = function ( boolean ) {
state.setScissorTest( _scissorTest = boolean );
};
this.setOpaqueSort = function ( method ) {
_opaqueSort = method;
};
this.setTransparentSort = function ( method ) {
_transparentSort = method;
};
// Clearing
this.getClearColor = function ( target ) {
return target.copy( background.getClearColor() );
};
this.setClearColor = function () {
background.setClearColor.apply( background, arguments );
};
this.getClearAlpha = function () {
return background.getClearAlpha();
};
this.setClearAlpha = function () {
background.setClearAlpha.apply( background, arguments );
};
this.clear = function ( color = true, depth = true, stencil = true ) {
let bits = 0;
if ( color ) {
// check if we're trying to clear an integer target
let isIntegerFormat = false;
if ( _currentRenderTarget !== null ) {
const targetFormat = _currentRenderTarget.texture.format;
isIntegerFormat = targetFormat === RGBAIntegerFormat ||
targetFormat === RGIntegerFormat ||
targetFormat === RedIntegerFormat;
}
// use the appropriate clear functions to clear the target if it's a signed
// or unsigned integer target
if ( isIntegerFormat ) {
const targetType = _currentRenderTarget.texture.type;
const isUnsignedType = targetType === UnsignedByteType ||
targetType === UnsignedIntType ||
targetType === UnsignedShortType ||
targetType === UnsignedInt248Type ||
targetType === UnsignedShort4444Type ||
targetType === UnsignedShort5551Type;
const clearColor = background.getClearColor();
const a = background.getClearAlpha();
const r = clearColor.r;
const g = clearColor.g;
const b = clearColor.b;
if ( isUnsignedType ) {
uintClearColor[ 0 ] = r;
uintClearColor[ 1 ] = g;
uintClearColor[ 2 ] = b;
uintClearColor[ 3 ] = a;
_gl.clearBufferuiv( _gl.COLOR, 0, uintClearColor );
} else {
intClearColor[ 0 ] = r;
intClearColor[ 1 ] = g;
intClearColor[ 2 ] = b;
intClearColor[ 3 ] = a;
_gl.clearBufferiv( _gl.COLOR, 0, intClearColor );
}
} else {
bits |= _gl.COLOR_BUFFER_BIT;
}
}
if ( depth ) {
bits |= _gl.DEPTH_BUFFER_BIT;
}
if ( stencil ) {
bits |= _gl.STENCIL_BUFFER_BIT;
this.state.buffers.stencil.setMask( 0xffffffff );
}
_gl.clear( bits );
};
this.clearColor = function () {
this.clear( true, false, false );
};
this.clearDepth = function () {
this.clear( false, true, false );
};
this.clearStencil = function () {
this.clear( false, false, true );
};
//
this.dispose = function () {
canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );
background.dispose();
renderLists.dispose();
renderStates.dispose();
properties.dispose();
cubemaps.dispose();
cubeuvmaps.dispose();
objects.dispose();
bindingStates.dispose();
uniformsGroups.dispose();
programCache.dispose();
xr.dispose();
xr.removeEventListener( 'sessionstart', onXRSessionStart );
xr.removeEventListener( 'sessionend', onXRSessionEnd );
animation.stop();
};
// Events
function onContextLost( event ) {
event.preventDefault();
console.log( 'THREE.WebGLRenderer: Context Lost.' );
_isContextLost = true;
}
function onContextRestore( /* event */ ) {
console.log( 'THREE.WebGLRenderer: Context Restored.' );
_isContextLost = false;
const infoAutoReset = info.autoReset;
const shadowMapEnabled = shadowMap.enabled;
const shadowMapAutoUpdate = shadowMap.autoUpdate;
const shadowMapNeedsUpdate = shadowMap.needsUpdate;
const shadowMapType = shadowMap.type;
initGLContext();
info.autoReset = infoAutoReset;
shadowMap.enabled = shadowMapEnabled;
shadowMap.autoUpdate = shadowMapAutoUpdate;
shadowMap.needsUpdate = shadowMapNeedsUpdate;
shadowMap.type = shadowMapType;
}
function onContextCreationError( event ) {
console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );
}
function onMaterialDispose( event ) {
const material = event.target;
material.removeEventListener( 'dispose', onMaterialDispose );
deallocateMaterial( material );
}
// Buffer deallocation
function deallocateMaterial( material ) {
releaseMaterialProgramReferences( material );
properties.remove( material );
}
function releaseMaterialProgramReferences( material ) {
const programs = properties.get( material ).programs;
if ( programs !== undefined ) {
programs.forEach( function ( program ) {
programCache.releaseProgram( program );
} );
if ( material.isShaderMaterial ) {
programCache.releaseShaderCache( material );
}
}
}
// Buffer rendering
this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {
if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)
const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
const program = setProgram( camera, scene, geometry, material, object );
state.setMaterial( material, frontFaceCW );
//
let index = geometry.index;
let rangeFactor = 1;
if ( material.wireframe === true ) {
index = geometries.getWireframeAttribute( geometry );
if ( index === undefined ) return;
rangeFactor = 2;
}
//
const drawRange = geometry.drawRange;
const position = geometry.attributes.position;
let drawStart = drawRange.start * rangeFactor;
let drawEnd = ( drawRange.start + drawRange.count ) * rangeFactor;
if ( group !== null ) {
drawStart = Math.max( drawStart, group.start * rangeFactor );
drawEnd = Math.min( drawEnd, ( group.start + group.count ) * rangeFactor );
}
if ( index !== null ) {
drawStart = Math.max( drawStart, 0 );
drawEnd = Math.min( drawEnd, index.count );
} else if ( position !== undefined && position !== null ) {
drawStart = Math.max( drawStart, 0 );
drawEnd = Math.min( drawEnd, position.count );
}
const drawCount = drawEnd - drawStart;
if ( drawCount < 0 || drawCount === Infinity ) return;
//
bindingStates.setup( object, material, program, geometry, index );
let attribute;
let renderer = bufferRenderer;
if ( index !== null ) {
attribute = attributes.get( index );
renderer = indexedBufferRenderer;
renderer.setIndex( attribute );
}
//
if ( object.isMesh ) {
if ( material.wireframe === true ) {
state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
renderer.setMode( _gl.LINES );
} else {
renderer.setMode( _gl.TRIANGLES );
}
} else if ( object.isLine ) {
let lineWidth = material.linewidth;
if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
state.setLineWidth( lineWidth * getTargetPixelRatio() );
if ( object.isLineSegments ) {
renderer.setMode( _gl.LINES );
} else if ( object.isLineLoop ) {
renderer.setMode( _gl.LINE_LOOP );
} else {
renderer.setMode( _gl.LINE_STRIP );
}
} else if ( object.isPoints ) {
renderer.setMode( _gl.POINTS );
} else if ( object.isSprite ) {
renderer.setMode( _gl.TRIANGLES );
}
if ( object.isBatchedMesh ) {
if ( object._multiDrawInstances !== null ) {
renderer.renderMultiDrawInstances( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount, object._multiDrawInstances );
} else {
if ( ! extensions.get( 'WEBGL_multi_draw' ) ) {
const starts = object._multiDrawStarts;
const counts = object._multiDrawCounts;
const drawCount = object._multiDrawCount;
const bytesPerElement = index ? attributes.get( index ).bytesPerElement : 1;
const uniforms = properties.get( material ).currentProgram.getUniforms();
for ( let i = 0; i < drawCount; i ++ ) {
uniforms.setValue( _gl, '_gl_DrawID', i );
renderer.render( starts[ i ] / bytesPerElement, counts[ i ] );
}
} else {
renderer.renderMultiDraw( object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount );
}
}
} else if ( object.isInstancedMesh ) {
renderer.renderInstances( drawStart, drawCount, object.count );
} else if ( geometry.isInstancedBufferGeometry ) {
const maxInstanceCount = geometry._maxInstanceCount !== undefined ? geometry._maxInstanceCount : Infinity;
const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );
renderer.renderInstances( drawStart, drawCount, instanceCount );
} else {
renderer.render( drawStart, drawCount );
}
};
// Compile
function prepareMaterial( material, scene, object ) {
if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
material.side = BackSide;
material.needsUpdate = true;
getProgram( material, scene, object );
material.side = FrontSide;
material.needsUpdate = true;
getProgram( material, scene, object );
material.side = DoubleSide;
} else {
getProgram( material, scene, object );
}
}
this.compile = function ( scene, camera, targetScene = null ) {
if ( targetScene === null ) targetScene = scene;
currentRenderState = renderStates.get( targetScene );
currentRenderState.init( camera );
renderStateStack.push( currentRenderState );
// gather lights from both the target scene and the new object that will be added to the scene.
targetScene.traverseVisible( function ( object ) {
if ( object.isLight && object.layers.test( camera.layers ) ) {
currentRenderState.pushLight( object );
if ( object.castShadow ) {
currentRenderState.pushShadow( object );
}
}
} );
if ( scene !== targetScene ) {
scene.traverseVisible( function ( object ) {
if ( object.isLight && object.layers.test( camera.layers ) ) {
currentRenderState.pushLight( object );
if ( object.castShadow ) {
currentRenderState.pushShadow( object );
}
}
} );
}
currentRenderState.setupLights();
// Only initialize materials in the new scene, not the targetScene.
const materials = new Set();
scene.traverse( function ( object ) {
if ( ! ( object.isMesh || object.isPoints || object.isLine || object.isSprite ) ) {
return;
}
const material = object.material;
if ( material ) {
if ( Array.isArray( material ) ) {
for ( let i = 0; i < material.length; i ++ ) {
const material2 = material[ i ];
prepareMaterial( material2, targetScene, object );
materials.add( material2 );
}
} else {
prepareMaterial( material, targetScene, object );
materials.add( material );
}
}
} );
renderStateStack.pop();
currentRenderState = null;
return materials;
};
// compileAsync
this.compileAsync = function ( scene, camera, targetScene = null ) {
const materials = this.compile( scene, camera, targetScene );
// Wait for all the materials in the new object to indicate that they're
// ready to be used before resolving the promise.
return new Promise( ( resolve ) => {
function checkMaterialsReady() {
materials.forEach( function ( material ) {
const materialProperties = properties.get( material );
const program = materialProperties.currentProgram;
if ( program.isReady() ) {
// remove any programs that report they're ready to use from the list
materials.delete( material );
}
} );
// once the list of compiling materials is empty, call the callback
if ( materials.size === 0 ) {
resolve( scene );
return;
}
// if some materials are still not ready, wait a bit and check again
setTimeout( checkMaterialsReady, 10 );
}
if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {
// If we can check the compilation status of the materials without
// blocking then do so right away.
checkMaterialsReady();
} else {
// Otherwise start by waiting a bit to give the materials we just
// initialized a chance to finish.
setTimeout( checkMaterialsReady, 10 );
}
} );
};
// Animation Loop
let onAnimationFrameCallback = null;
function onAnimationFrame( time ) {
if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
}
function onXRSessionStart() {
animation.stop();
}
function onXRSessionEnd() {
animation.start();
}
const animation = new WebGLAnimation();
animation.setAnimationLoop( onAnimationFrame );
if ( typeof self !== 'undefined' ) animation.setContext( self );
this.setAnimationLoop = function ( callback ) {
onAnimationFrameCallback = callback;
xr.setAnimationLoop( callback );
( callback === null ) ? animation.stop() : animation.start();
};
xr.addEventListener( 'sessionstart', onXRSessionStart );
xr.addEventListener( 'sessionend', onXRSessionEnd );
// Rendering
this.render = function ( scene, camera ) {
if ( camera !== undefined && camera.isCamera !== true ) {
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
return;
}
if ( _isContextLost === true ) return;
// update scene graph
if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
// update camera matrices and frustum
if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
if ( xr.enabled === true && xr.isPresenting === true ) {
if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );
camera = xr.getCamera(); // use XR camera for rendering
}
//
if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );
currentRenderState = renderStates.get( scene, renderStateStack.length );
currentRenderState.init( camera );
renderStateStack.push( currentRenderState );
_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
_frustum.setFromProjectionMatrix( _projScreenMatrix );
_localClippingEnabled = this.localClippingEnabled;
_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );
currentRenderList = renderLists.get( scene, renderListStack.length );
currentRenderList.init();
renderListStack.push( currentRenderList );
if ( xr.enabled === true && xr.isPresenting === true ) {
const depthSensingMesh = _this.xr.getDepthSensingMesh();
if ( depthSensingMesh !== null ) {
projectObject( depthSensingMesh, camera, - Infinity, _this.sortObjects );
}
}
projectObject( scene, camera, 0, _this.sortObjects );
currentRenderList.finish();
if ( _this.sortObjects === true ) {
currentRenderList.sort( _opaqueSort, _transparentSort );
}
_renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false;
if ( _renderBackground ) {
background.addToRenderList( currentRenderList, scene );
}
//
this.info.render.frame ++;
if ( _clippingEnabled === true ) clipping.beginShadows();
const shadowsArray = currentRenderState.state.shadowsArray;
shadowMap.render( shadowsArray, scene, camera );
if ( _clippingEnabled === true ) clipping.endShadows();
//
if ( this.info.autoReset === true ) this.info.reset();
// render scene
const opaqueObjects = currentRenderList.opaque;
const transmissiveObjects = currentRenderList.transmissive;
currentRenderState.setupLights();
if ( camera.isArrayCamera ) {
const cameras = camera.cameras;
if ( transmissiveObjects.length > 0 ) {
for ( let i = 0, l = cameras.length; i < l; i ++ ) {
const camera2 = cameras[ i ];
renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera2 );
}
}
if ( _renderBackground ) background.render( scene );
for ( let i = 0, l = cameras.length; i < l; i ++ ) {
const camera2 = cameras[ i ];
renderScene( currentRenderList, scene, camera2, camera2.viewport );
}
} else {
if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera );
if ( _renderBackground ) background.render( scene );
renderScene( currentRenderList, scene, camera );
}
//
if ( _currentRenderTarget !== null && _currentActiveMipmapLevel === 0 ) {
// resolve multisample renderbuffers to a single-sample texture if necessary
textures.updateMultisampleRenderTarget( _currentRenderTarget );
// Generate mipmap if we're using any kind of mipmap filtering
textures.updateRenderTargetMipmap( _currentRenderTarget );
}
//
if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );
// _gl.finish();
bindingStates.resetDefaultState();
_currentMaterialId = -1;
_currentCamera = null;
renderStateStack.pop();
if ( renderStateStack.length > 0 ) {
currentRenderState = renderStateStack[ renderStateStack.length - 1 ];
if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, currentRenderState.state.camera );
} else {
currentRenderState = null;
}
renderListStack.pop();
if ( renderListStack.length > 0 ) {
currentRenderList = renderListStack[ renderListStack.length - 1 ];
} else {
currentRenderList = null;
}
};
function projectObject( object, camera, groupOrder, sortObjects ) {
if ( object.visible === false ) return;
const visible = object.layers.test( camera.layers );
if ( visible ) {
if ( object.isGroup ) {
groupOrder = object.renderOrder;
} else if ( object.isLOD ) {
if ( object.autoUpdate === true ) object.update( camera );
} else if ( object.isLight ) {
currentRenderState.pushLight( object );
if ( object.castShadow ) {
currentRenderState.pushShadow( object );
}
} else if ( object.isSprite ) {
if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
if ( sortObjects ) {
_vector4.setFromMatrixPosition( object.matrixWorld )
.applyMatrix4( _projScreenMatrix );
}
const geometry = objects.update( object );
const material = object.material;
if ( material.visible ) {
currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );
}
}
} else if ( object.isMesh || object.isLine || object.isPoints ) {
if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
const geometry = objects.update( object );
const material = object.material;
if ( sortObjects ) {
if ( object.boundingSphere !== undefined ) {
if ( object.boundingSphere === null ) object.computeBoundingSphere();
_vector4.copy( object.boundingSphere.center );
} else {
if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
_vector4.copy( geometry.boundingSphere.center );
}
_vector4
.applyMatrix4( object.matrixWorld )
.applyMatrix4( _projScreenMatrix );
}
if ( Array.isArray( material ) ) {
const groups = geometry.groups;
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
const groupMaterial = material[ group.materialIndex ];
if ( groupMaterial && groupMaterial.visible ) {
currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector4.z, group );
}
}
} else if ( material.visible ) {
currentRenderList.push( object, geometry, material, groupOrder, _vector4.z, null );
}
}
}
}
const children = object.children;
for ( let i = 0, l = children.length; i < l; i ++ ) {
projectObject( children[ i ], camera, groupOrder, sortObjects );
}
}
function renderScene( currentRenderList, scene, camera, viewport ) {
const opaqueObjects = currentRenderList.opaque;
const transmissiveObjects = currentRenderList.transmissive;
const transparentObjects = currentRenderList.transparent;
currentRenderState.setupLightsView( camera );
if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
if ( viewport ) state.viewport( _currentViewport.copy( viewport ) );
if ( opaqueObjects.length > 0 ) renderObjects( opaqueObjects, scene, camera );
if ( transmissiveObjects.length > 0 ) renderObjects( transmissiveObjects, scene, camera );
if ( transparentObjects.length > 0 ) renderObjects( transparentObjects, scene, camera );
// Ensure depth buffer writing is enabled so it can be cleared on next render
state.buffers.depth.setTest( true );
state.buffers.depth.setMask( true );
state.buffers.color.setMask( true );
state.setPolygonOffset( false );
}
function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {
const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
if ( overrideMaterial !== null ) {
return;
}
if ( currentRenderState.state.transmissionRenderTarget[ camera.id ] === undefined ) {
currentRenderState.state.transmissionRenderTarget[ camera.id ] = new WebGLRenderTarget( 1, 1, {
generateMipmaps: true,
type: ( extensions.has( 'EXT_color_buffer_half_float' ) || extensions.has( 'EXT_color_buffer_float' ) ) ? HalfFloatType : UnsignedByteType,
minFilter: LinearMipmapLinearFilter,
samples: 4,
stencilBuffer: stencil,
resolveDepthBuffer: false,
resolveStencilBuffer: false,
colorSpace: ColorManagement.workingColorSpace,
} );
// debug
/*
const geometry = new PlaneGeometry();
const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );
const mesh = new Mesh( geometry, material );
scene.add( mesh );
*/
}
const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[ camera.id ];
const activeViewport = camera.viewport || _currentViewport;
transmissionRenderTarget.setSize( activeViewport.z * _this.transmissionResolutionScale, activeViewport.w * _this.transmissionResolutionScale );
//
const currentRenderTarget = _this.getRenderTarget();
_this.setRenderTarget( transmissionRenderTarget );
_this.getClearColor( _currentClearColor );
_currentClearAlpha = _this.getClearAlpha();
if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );
_this.clear();
if ( _renderBackground ) background.render( scene );
// Turn off the features which can affect the frag color for opaque objects pass.
// Otherwise they are applied twice in opaque objects pass and transmission objects pass.
const currentToneMapping = _this.toneMapping;
_this.toneMapping = NoToneMapping;
// Remove viewport from camera to avoid nested render calls resetting viewport to it (e.g Reflector).
// Transmission render pass requires viewport to match the transmissionRenderTarget.
const currentCameraViewport = camera.viewport;
if ( camera.viewport !== undefined ) camera.viewport = undefined;
currentRenderState.setupLightsView( camera );
if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );
renderObjects( opaqueObjects, scene, camera );
textures.updateMultisampleRenderTarget( transmissionRenderTarget );
textures.updateRenderTargetMipmap( transmissionRenderTarget );
if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === false ) { // see #28131
let renderTargetNeedsUpdate = false;
for ( let i = 0, l = transmissiveObjects.length; i < l; i ++ ) {
const renderItem = transmissiveObjects[ i ];
const object = renderItem.object;
const geometry = renderItem.geometry;
const material = renderItem.material;
const group = renderItem.group;
if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {
const currentSide = material.side;
material.side = BackSide;
material.needsUpdate = true;
renderObject( object, scene, camera, geometry, material, group );
material.side = currentSide;
material.needsUpdate = true;
renderTargetNeedsUpdate = true;
}
}
if ( renderTargetNeedsUpdate === true ) {
textures.updateMultisampleRenderTarget( transmissionRenderTarget );
textures.updateRenderTargetMipmap( transmissionRenderTarget );
}
}
_this.setRenderTarget( currentRenderTarget );
_this.setClearColor( _currentClearColor, _currentClearAlpha );
if ( currentCameraViewport !== undefined ) camera.viewport = currentCameraViewport;
_this.toneMapping = currentToneMapping;
}
function renderObjects( renderList, scene, camera ) {
const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
for ( let i = 0, l = renderList.length; i < l; i ++ ) {
const renderItem = renderList[ i ];
const object = renderItem.object;
const geometry = renderItem.geometry;
const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
const group = renderItem.group;
if ( object.layers.test( camera.layers ) ) {
renderObject( object, scene, camera, geometry, material, group );
}
}
}
function renderObject( object, scene, camera, geometry, material, group ) {
object.onBeforeRender( _this, scene, camera, geometry, material, group );
object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
material.onBeforeRender( _this, scene, camera, geometry, object, group );
if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {
material.side = BackSide;
material.needsUpdate = true;
_this.renderBufferDirect( camera, scene, geometry, material, object, group );
material.side = FrontSide;
material.needsUpdate = true;
_this.renderBufferDirect( camera, scene, geometry, material, object, group );
material.side = DoubleSide;
} else {
_this.renderBufferDirect( camera, scene, geometry, material, object, group );
}
object.onAfterRender( _this, scene, camera, geometry, material, group );
}
function getProgram( material, scene, object ) {
if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
const materialProperties = properties.get( material );
const lights = currentRenderState.state.lights;
const shadowsArray = currentRenderState.state.shadowsArray;
const lightsStateVersion = lights.state.version;
const parameters = programCache.getParameters( material, lights.state, shadowsArray, scene, object );
const programCacheKey = programCache.getProgramCacheKey( parameters );
let programs = materialProperties.programs;
// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change
materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
materialProperties.fog = scene.fog;
materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );
materialProperties.envMapRotation = ( materialProperties.environment !== null && material.envMap === null ) ? scene.environmentRotation : material.envMapRotation;
if ( programs === undefined ) {
// new material
material.addEventListener( 'dispose', onMaterialDispose );
programs = new Map();
materialProperties.programs = programs;
}
let program = programs.get( programCacheKey );
if ( program !== undefined ) {
// early out if program and light state is identical
if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {
updateCommonMaterialProperties( material, parameters );
return program;
}
} else {
parameters.uniforms = programCache.getUniforms( material );
material.onBeforeCompile( parameters, _this );
program = programCache.acquireProgram( parameters, programCacheKey );
programs.set( programCacheKey, program );
materialProperties.uniforms = parameters.uniforms;
}
const uniforms = materialProperties.uniforms;
if ( ( ! material.isShaderMaterial && ! material.isRawShaderMaterial ) || material.clipping === true ) {
uniforms.clippingPlanes = clipping.uniform;
}
updateCommonMaterialProperties( material, parameters );
// store the light setup it was created for
materialProperties.needsLights = materialNeedsLights( material );
materialProperties.lightsStateVersion = lightsStateVersion;
if ( materialProperties.needsLights ) {
// wire up the material to this renderer's lighting state
uniforms.ambientLightColor.value = lights.state.ambient;
uniforms.lightProbe.value = lights.state.probe;
uniforms.directionalLights.value = lights.state.directional;
uniforms.directionalLightShadows.value = lights.state.directionalShadow;
uniforms.spotLights.value = lights.state.spot;
uniforms.spotLightShadows.value = lights.state.spotShadow;
uniforms.rectAreaLights.value = lights.state.rectArea;
uniforms.ltc_1.value = lights.state.rectAreaLTC1;
uniforms.ltc_2.value = lights.state.rectAreaLTC2;
uniforms.pointLights.value = lights.state.point;
uniforms.pointLightShadows.value = lights.state.pointShadow;
uniforms.hemisphereLights.value = lights.state.hemi;
uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
uniforms.spotShadowMap.value = lights.state.spotShadowMap;
uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
uniforms.spotLightMap.value = lights.state.spotLightMap;
uniforms.pointShadowMap.value = lights.state.pointShadowMap;
uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
// TODO (abelnation): add area lights shadow info to uniforms
}
materialProperties.currentProgram = program;
materialProperties.uniformsList = null;
return program;
}
function getUniformList( materialProperties ) {
if ( materialProperties.uniformsList === null ) {
const progUniforms = materialProperties.currentProgram.getUniforms();
materialProperties.uniformsList = WebGLUniforms.seqWithValue( progUniforms.seq, materialProperties.uniforms );
}
return materialProperties.uniformsList;
}
function updateCommonMaterialProperties( material, parameters ) {
const materialProperties = properties.get( material );
materialProperties.outputColorSpace = parameters.outputColorSpace;
materialProperties.batching = parameters.batching;
materialProperties.batchingColor = parameters.batchingColor;
materialProperties.instancing = parameters.instancing;
materialProperties.instancingColor = parameters.instancingColor;
materialProperties.instancingMorph = parameters.instancingMorph;
materialProperties.skinning = parameters.skinning;
materialProperties.morphTargets = parameters.morphTargets;
materialProperties.morphNormals = parameters.morphNormals;
materialProperties.morphColors = parameters.morphColors;
materialProperties.morphTargetsCount = parameters.morphTargetsCount;
materialProperties.numClippingPlanes = parameters.numClippingPlanes;
materialProperties.numIntersection = parameters.numClipIntersection;
materialProperties.vertexAlphas = parameters.vertexAlphas;
materialProperties.vertexTangents = parameters.vertexTangents;
materialProperties.toneMapping = parameters.toneMapping;
}
function setProgram( camera, scene, geometry, material, object ) {
if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...
textures.resetTextureUnits();
const fog = scene.fog;
const environment = material.isMeshStandardMaterial ? scene.environment : null;
const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );
const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
const vertexAlphas = material.vertexColors === true && !! geometry.attributes.color && geometry.attributes.color.itemSize === 4;
const vertexTangents = !! geometry.attributes.tangent && ( !! material.normalMap || material.anisotropy > 0 );
const morphTargets = !! geometry.morphAttributes.position;
const morphNormals = !! geometry.morphAttributes.normal;
const morphColors = !! geometry.morphAttributes.color;
let toneMapping = NoToneMapping;
if ( material.toneMapped ) {
if ( _currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true ) {
toneMapping = _this.toneMapping;
}
}
const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;
const materialProperties = properties.get( material );
const lights = currentRenderState.state.lights;
if ( _clippingEnabled === true ) {
if ( _localClippingEnabled === true || camera !== _currentCamera ) {
const useCache =
camera === _currentCamera &&
material.id === _currentMaterialId;
// we might want to call this function with some ClippingGroup
// object instead of the material, once it becomes feasible
// (#8465, #8379)
clipping.setState( material, camera, useCache );
}
}
//
let needsProgramChange = false;
if ( material.version === materialProperties.__version ) {
if ( materialProperties.needsLights && ( materialProperties.lightsStateVersion !== lights.state.version ) ) {
needsProgramChange = true;
} else if ( materialProperties.outputColorSpace !== colorSpace ) {
needsProgramChange = true;
} else if ( object.isBatchedMesh && materialProperties.batching === false ) {
needsProgramChange = true;
} else if ( ! object.isBatchedMesh && materialProperties.batching === true ) {
needsProgramChange = true;
} else if ( object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null ) {
needsProgramChange = true;
} else if ( object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null ) {
needsProgramChange = true;
} else if ( object.isInstancedMesh && materialProperties.instancing === false ) {
needsProgramChange = true;
} else if ( ! object.isInstancedMesh && materialProperties.instancing === true ) {
needsProgramChange = true;
} else if ( object.isSkinnedMesh && materialProperties.skinning === false ) {
needsProgramChange = true;
} else if ( ! object.isSkinnedMesh && materialProperties.skinning === true ) {
needsProgramChange = true;
} else if ( object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null ) {
needsProgramChange = true;
} else if ( object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null ) {
needsProgramChange = true;
} else if ( object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null ) {
needsProgramChange = true;
} else if ( object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null ) {
needsProgramChange = true;
} else if ( materialProperties.envMap !== envMap ) {
needsProgramChange = true;
} else if ( material.fog === true && materialProperties.fog !== fog ) {
needsProgramChange = true;
} else if ( materialProperties.numClippingPlanes !== undefined &&
( materialProperties.numClippingPlanes !== clipping.numPlanes ||
materialProperties.numIntersection !== clipping.numIntersection ) ) {
needsProgramChange = true;
} else if ( materialProperties.vertexAlphas !== vertexAlphas ) {
needsProgramChange = true;
} else if ( materialProperties.vertexTangents !== vertexTangents ) {
needsProgramChange = true;
} else if ( materialProperties.morphTargets !== morphTargets ) {
needsProgramChange = true;
} else if ( materialProperties.morphNormals !== morphNormals ) {
needsProgramChange = true;
} else if ( materialProperties.morphColors !== morphColors ) {
needsProgramChange = true;
} else if ( materialProperties.toneMapping !== toneMapping ) {
needsProgramChange = true;
} else if ( materialProperties.morphTargetsCount !== morphTargetsCount ) {
needsProgramChange = true;
}
} else {
needsProgramChange = true;
materialProperties.__version = material.version;
}
//
let program = materialProperties.currentProgram;
if ( needsProgramChange === true ) {
program = getProgram( material, scene, object );
}
let refreshProgram = false;
let refreshMaterial = false;
let refreshLights = false;
const p_uniforms = program.getUniforms(),
m_uniforms = materialProperties.uniforms;
if ( state.useProgram( program.program ) ) {
refreshProgram = true;
refreshMaterial = true;
refreshLights = true;
}
if ( material.id !== _currentMaterialId ) {
_currentMaterialId = material.id;
refreshMaterial = true;
}
if ( refreshProgram || _currentCamera !== camera ) {
// common camera uniforms
const reverseDepthBuffer = state.buffers.depth.getReversed();
if ( reverseDepthBuffer ) {
_currentProjectionMatrix.copy( camera.projectionMatrix );
toNormalizedProjectionMatrix( _currentProjectionMatrix );
toReversedProjectionMatrix( _currentProjectionMatrix );
p_uniforms.setValue( _gl, 'projectionMatrix', _currentProjectionMatrix );
} else {
p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
}
p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
const uCamPos = p_uniforms.map.cameraPosition;
if ( uCamPos !== undefined ) {
uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );
}
if ( capabilities.logarithmicDepthBuffer ) {
p_uniforms.setValue( _gl, 'logDepthBufFC',
2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
}
// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067
if ( material.isMeshPhongMaterial ||
material.isMeshToonMaterial ||
material.isMeshLambertMaterial ||
material.isMeshBasicMaterial ||
material.isMeshStandardMaterial ||
material.isShaderMaterial ) {
p_uniforms.setValue( _gl, 'isOrthographic', camera.isOrthographicCamera === true );
}
if ( _currentCamera !== camera ) {
_currentCamera = camera;
// lighting uniforms depend on the camera so enforce an update
// now, in case this material supports lights - or later, when
// the next material that does gets activated:
refreshMaterial = true; // set to true on material change
refreshLights = true; // remains set until update done
}
}
// skinning and morph target uniforms must be set even if material didn't change
// auto-setting of texture unit for bone and morph texture must go before other textures
// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures
if ( object.isSkinnedMesh ) {
p_uniforms.setOptional( _gl, object, 'bindMatrix' );
p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
const skeleton = object.skeleton;
if ( skeleton ) {
if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();
p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
}
}
if ( object.isBatchedMesh ) {
p_uniforms.setOptional( _gl, object, 'batchingTexture' );
p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );
p_uniforms.setOptional( _gl, object, 'batchingIdTexture' );
p_uniforms.setValue( _gl, 'batchingIdTexture', object._indirectTexture, textures );
p_uniforms.setOptional( _gl, object, 'batchingColorTexture' );
if ( object._colorsTexture !== null ) {
p_uniforms.setValue( _gl, 'batchingColorTexture', object._colorsTexture, textures );
}
}
const morphAttributes = geometry.morphAttributes;
if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined ) ) {
morphtargets.update( object, geometry, program );
}
if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {
materialProperties.receiveShadow = object.receiveShadow;
p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );
}
// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512
if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
m_uniforms.envMap.value = envMap;
m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? -1 : 1;
}
if ( material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null ) {
m_uniforms.envMapIntensity.value = scene.environmentIntensity;
}
if ( refreshMaterial ) {
p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
if ( materialProperties.needsLights ) {
// the current material requires lighting info
// note: all lighting uniforms are always set correctly
// they simply reference the renderer's state for their
// values
//
// use the current material's .needsUpdate flags to set
// the GL state when required
markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
}
// refresh uniforms common to several materials
if ( fog && material.fog === true ) {
materials.refreshFogUniforms( m_uniforms, fog );
}
materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[ camera.id ] );
WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
}
if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
WebGLUniforms.upload( _gl, getUniformList( materialProperties ), m_uniforms, textures );
material.uniformsNeedUpdate = false;
}
if ( material.isSpriteMaterial ) {
p_uniforms.setValue( _gl, 'center', object.center );
}
// common matrices
p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
// UBOs
if ( material.isShaderMaterial || material.isRawShaderMaterial ) {
const groups = material.uniformsGroups;
for ( let i = 0, l = groups.length; i < l; i ++ ) {
const group = groups[ i ];
uniformsGroups.update( group, program );
uniformsGroups.bind( group, program );
}
}
return program;
}
// If uniforms are marked as clean, they don't need to be loaded to the GPU.
function markUniformsLightsNeedsUpdate( uniforms, value ) {
uniforms.ambientLightColor.needsUpdate = value;
uniforms.lightProbe.needsUpdate = value;
uniforms.directionalLights.needsUpdate = value;
uniforms.directionalLightShadows.needsUpdate = value;
uniforms.pointLights.needsUpdate = value;
uniforms.pointLightShadows.needsUpdate = value;
uniforms.spotLights.needsUpdate = value;
uniforms.spotLightShadows.needsUpdate = value;
uniforms.rectAreaLights.needsUpdate = value;
uniforms.hemisphereLights.needsUpdate = value;
}
function materialNeedsLights( material ) {
return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
material.isMeshStandardMaterial || material.isShadowMaterial ||
( material.isShaderMaterial && material.lights === true );
}
this.getActiveCubeFace = function () {
return _currentActiveCubeFace;
};
this.getActiveMipmapLevel = function () {
return _currentActiveMipmapLevel;
};
this.getRenderTarget = function () {
return _currentRenderTarget;
};
this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {
properties.get( renderTarget.texture ).__webglTexture = colorTexture;
properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;
const renderTargetProperties = properties.get( renderTarget );
renderTargetProperties.__hasExternalTextures = true;
renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;
if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {
// The multisample_render_to_texture extension doesn't work properly if there
// are midframe flushes and an external depth buffer. Disable use of the extension.
if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {
console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
renderTargetProperties.__useRenderToTexture = false;
}
}
};
this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {
const renderTargetProperties = properties.get( renderTarget );
renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;
};
const _scratchFrameBuffer = _gl.createFramebuffer();
this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {
_currentRenderTarget = renderTarget;
_currentActiveCubeFace = activeCubeFace;
_currentActiveMipmapLevel = activeMipmapLevel;
let useDefaultFramebuffer = true;
let framebuffer = null;
let isCube = false;
let isRenderTarget3D = false;
if ( renderTarget ) {
const renderTargetProperties = properties.get( renderTarget );
if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {
// We need to make sure to rebind the framebuffer.
state.bindFramebuffer( _gl.FRAMEBUFFER, null );
useDefaultFramebuffer = false;
} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {
textures.setupRenderTarget( renderTarget );
} else if ( renderTargetProperties.__hasExternalTextures ) {
// Color and depth texture must be rebound in order for the swapchain to update.
textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );
} else if ( renderTarget.depthBuffer ) {
// check if the depth texture is already bound to the frame buffer and that it's been initialized
const depthTexture = renderTarget.depthTexture;
if ( renderTargetProperties.__boundDepthTexture !== depthTexture ) {
// check if the depth texture is compatible
if (
depthTexture !== null &&
properties.has( depthTexture ) &&
( renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height )
) {
throw new Error( 'WebGLRenderTarget: Attached DepthTexture is initialized to the incorrect size.' );
}
// Swap the depth buffer to the currently attached one
textures.setupDepthRenderbuffer( renderTarget );
}
}
const texture = renderTarget.texture;
if ( texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
isRenderTarget3D = true;
}
const __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
if ( renderTarget.isWebGLCubeRenderTarget ) {
if ( Array.isArray( __webglFramebuffer[ activeCubeFace ] ) ) {
framebuffer = __webglFramebuffer[ activeCubeFace ][ activeMipmapLevel ];
} else {
framebuffer = __webglFramebuffer[ activeCubeFace ];
}
isCube = true;
} else if ( ( renderTarget.samples > 0 ) && textures.useMultisampledRTT( renderTarget ) === false ) {
framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
} else {
if ( Array.isArray( __webglFramebuffer ) ) {
framebuffer = __webglFramebuffer[ activeMipmapLevel ];
} else {
framebuffer = __webglFramebuffer;
}
}
_currentViewport.copy( renderTarget.viewport );
_currentScissor.copy( renderTarget.scissor );
_currentScissorTest = renderTarget.scissorTest;
} else {
_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor();
_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor();
_currentScissorTest = _scissorTest;
}
// Use a scratch frame buffer if rendering to a mip level to avoid depth buffers
// being bound that are different sizes.
if ( activeMipmapLevel !== 0 ) {
framebuffer = _scratchFrameBuffer;
}
const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
if ( framebufferBound && useDefaultFramebuffer ) {
state.drawBuffers( renderTarget, framebuffer );
}
state.viewport( _currentViewport );
state.scissor( _currentScissor );
state.setScissorTest( _currentScissorTest );
if ( isCube ) {
const textureProperties = properties.get( renderTarget.texture );
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel );
} else if ( isRenderTarget3D ) {
const textureProperties = properties.get( renderTarget.texture );
const layer = activeCubeFace;
_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel, layer );
} else if ( renderTarget !== null && activeMipmapLevel !== 0 ) {
// Only bind the frame buffer if we are using a scratch frame buffer to render to a mipmap.
// If we rebind the texture when using a multi sample buffer then an error about inconsistent samples will be thrown.
const textureProperties = properties.get( renderTarget.texture );
_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, textureProperties.__webglTexture, activeMipmapLevel );
}
_currentMaterialId = -1; // reset current material to ensure correct uniform bindings
};
this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
return;
}
let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
framebuffer = framebuffer[ activeCubeFaceIndex ];
}
if ( framebuffer ) {
state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
try {
const texture = renderTarget.texture;
const textureFormat = texture.format;
const textureType = texture.type;
if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
return;
}
if ( ! capabilities.textureTypeReadable( textureType ) ) {
console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
return;
}
// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
}
} finally {
// restore framebuffer of current render target if necessary
const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
}
}
};
this.readRenderTargetPixelsAsync = async function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {
if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
}
let framebuffer = properties.get( renderTarget ).__webglFramebuffer;
if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {
framebuffer = framebuffer[ activeCubeFaceIndex ];
}
if ( framebuffer ) {
const texture = renderTarget.texture;
const textureFormat = texture.format;
const textureType = texture.type;
if ( ! capabilities.textureFormatReadable( textureFormat ) ) {
throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.' );
}
if ( ! capabilities.textureTypeReadable( textureType ) ) {
throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.' );
}
// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
// set the active frame buffer to the one we want to read
state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
const glBuffer = _gl.createBuffer();
_gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
_gl.bufferData( _gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ );
_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), 0 );
// reset the frame buffer to the currently set buffer before waiting
const currFramebuffer = _currentRenderTarget !== null ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
state.bindFramebuffer( _gl.FRAMEBUFFER, currFramebuffer );
// check if the commands have finished every 8 ms
const sync = _gl.fenceSync( _gl.SYNC_GPU_COMMANDS_COMPLETE, 0 );
_gl.flush();
await probeAsync( _gl, sync, 4 );
// read the data and delete the buffer
_gl.bindBuffer( _gl.PIXEL_PACK_BUFFER, glBuffer );
_gl.getBufferSubData( _gl.PIXEL_PACK_BUFFER, 0, buffer );
_gl.deleteBuffer( glBuffer );
_gl.deleteSync( sync );
return buffer;
} else {
throw new Error( 'THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.' );
}
}
};
this.copyFramebufferToTexture = function ( texture, position = null, level = 0 ) {
// support previous signature with position first
if ( texture.isTexture !== true ) {
// @deprecated, r165
warnOnce( 'WebGLRenderer: copyFramebufferToTexture function signature has changed.' );
position = arguments[ 0 ] || null;
texture = arguments[ 1 ];
}
const levelScale = Math.pow( 2, - level );
const width = Math.floor( texture.image.width * levelScale );
const height = Math.floor( texture.image.height * levelScale );
const x = position !== null ? position.x : 0;
const y = position !== null ? position.y : 0;
textures.setTexture2D( texture, 0 );
_gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, x, y, width, height );
state.unbindTexture();
};
const _srcFramebuffer = _gl.createFramebuffer();
const _dstFramebuffer = _gl.createFramebuffer();
this.copyTextureToTexture = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = null ) {
// support previous signature with dstPosition first
if ( srcTexture.isTexture !== true ) {
// @deprecated, r165
warnOnce( 'WebGLRenderer: copyTextureToTexture function signature has changed.' );
dstPosition = arguments[ 0 ] || null;
srcTexture = arguments[ 1 ];
dstTexture = arguments[ 2 ];
dstLevel = arguments[ 3 ] || 0;
srcRegion = null;
}
// support the previous signature with just a single dst mipmap level
if ( dstLevel === null ) {
if ( srcLevel !== 0 ) {
// @deprecated, r171
warnOnce( 'WebGLRenderer: copyTextureToTexture function signature has changed to support src and dst mipmap levels.' );
dstLevel = srcLevel;
srcLevel = 0;
} else {
dstLevel = 0;
}
}
// gather the necessary dimensions to copy
let width, height, depth, minX, minY, minZ;
let dstX, dstY, dstZ;
const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ dstLevel ] : srcTexture.image;
if ( srcRegion !== null ) {
width = srcRegion.max.x - srcRegion.min.x;
height = srcRegion.max.y - srcRegion.min.y;
depth = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1;
minX = srcRegion.min.x;
minY = srcRegion.min.y;
minZ = srcRegion.isBox3 ? srcRegion.min.z : 0;
} else {
const levelScale = Math.pow( 2, - srcLevel );
width = Math.floor( image.width * levelScale );
height = Math.floor( image.height * levelScale );
if ( srcTexture.isDataArrayTexture ) {
depth = image.depth;
} else if ( srcTexture.isData3DTexture ) {
depth = Math.floor( image.depth * levelScale );
} else {
depth = 1;
}
minX = 0;
minY = 0;
minZ = 0;
}
if ( dstPosition !== null ) {
dstX = dstPosition.x;
dstY = dstPosition.y;
dstZ = dstPosition.z;
} else {
dstX = 0;
dstY = 0;
dstZ = 0;
}
// Set up the destination target
const glFormat = utils.convert( dstTexture.format );
const glType = utils.convert( dstTexture.type );
let glTarget;
if ( dstTexture.isData3DTexture ) {
textures.setTexture3D( dstTexture, 0 );
glTarget = _gl.TEXTURE_3D;
} else if ( dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture ) {
textures.setTexture2DArray( dstTexture, 0 );
glTarget = _gl.TEXTURE_2D_ARRAY;
} else {
textures.setTexture2D( dstTexture, 0 );
glTarget = _gl.TEXTURE_2D;
}
_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );
// used for copying data from cpu
const currentUnpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
const currentUnpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
const currentUnpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
const currentUnpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
const currentUnpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );
_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, minX );
_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, minY );
_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, minZ );
// set up the src texture
const isSrc3D = srcTexture.isDataArrayTexture || srcTexture.isData3DTexture;
const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture;
if ( srcTexture.isDepthTexture ) {
const srcTextureProperties = properties.get( srcTexture );
const dstTextureProperties = properties.get( dstTexture );
const srcRenderTargetProperties = properties.get( srcTextureProperties.__renderTarget );
const dstRenderTargetProperties = properties.get( dstTextureProperties.__renderTarget );
state.bindFramebuffer( _gl.READ_FRAMEBUFFER, srcRenderTargetProperties.__webglFramebuffer );
state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, dstRenderTargetProperties.__webglFramebuffer );
for ( let i = 0; i < depth; i ++ ) {
// if the source or destination are a 3d target then a layer needs to be bound
if ( isSrc3D ) {
_gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( srcTexture ).__webglTexture, srcLevel, minZ + i );
_gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get( dstTexture ).__webglTexture, dstLevel, dstZ + i );
}
_gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.DEPTH_BUFFER_BIT, _gl.NEAREST );
}
state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );
} else if ( srcLevel !== 0 || srcTexture.isRenderTargetTexture || properties.has( srcTexture ) ) {
// get the appropriate frame buffers
const srcTextureProperties = properties.get( srcTexture );
const dstTextureProperties = properties.get( dstTexture );
// bind the frame buffer targets
state.bindFramebuffer( _gl.READ_FRAMEBUFFER, _srcFramebuffer );
state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, _dstFramebuffer );
for ( let i = 0; i < depth; i ++ ) {
// assign the correct layers and mip maps to the frame buffers
if ( isSrc3D ) {
_gl.framebufferTextureLayer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, srcTextureProperties.__webglTexture, srcLevel, minZ + i );
} else {
_gl.framebufferTexture2D( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, srcTextureProperties.__webglTexture, srcLevel );
}
if ( isDst3D ) {
_gl.framebufferTextureLayer( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, dstTextureProperties.__webglTexture, dstLevel, dstZ + i );
} else {
_gl.framebufferTexture2D( _gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, dstTextureProperties.__webglTexture, dstLevel );
}
// copy the data using the fastest function that can achieve the copy
if ( srcLevel !== 0 ) {
_gl.blitFramebuffer( minX, minY, width, height, dstX, dstY, width, height, _gl.COLOR_BUFFER_BIT, _gl.NEAREST );
} else if ( isDst3D ) {
_gl.copyTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ + i, minX, minY, width, height );
} else {
_gl.copyTexSubImage2D( glTarget, dstLevel, dstX, dstY, minX, minY, width, height );
}
}
// unbind read, draw buffers
state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );
} else {
if ( isDst3D ) {
// copy data into the 3d texture
if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {
_gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data );
} else if ( dstTexture.isCompressedArrayTexture ) {
_gl.compressedTexSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, image.data );
} else {
_gl.texSubImage3D( glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image );
}
} else {
// copy data into the 2d texture
if ( srcTexture.isDataTexture ) {
_gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data );
} else if ( srcTexture.isCompressedTexture ) {
_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data );
} else {
_gl.texSubImage2D( _gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image );
}
}
}
// reset values
_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, currentUnpackRowLen );
_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight );
_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels );
_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows );
_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages );
// Generate mipmaps only when copying level 0
if ( dstLevel === 0 && dstTexture.generateMipmaps ) {
_gl.generateMipmap( glTarget );
}
state.unbindTexture();
};
this.copyTextureToTexture3D = function ( srcTexture, dstTexture, srcRegion = null, dstPosition = null, level = 0 ) {
// support previous signature with source box first
if ( srcTexture.isTexture !== true ) {
// @deprecated, r165
warnOnce( 'WebGLRenderer: copyTextureToTexture3D function signature has changed.' );
srcRegion = arguments[ 0 ] || null;
dstPosition = arguments[ 1 ] || null;
srcTexture = arguments[ 2 ];
dstTexture = arguments[ 3 ];
level = arguments[ 4 ] || 0;
}
// @deprecated, r170
warnOnce( 'WebGLRenderer: copyTextureToTexture3D function has been deprecated. Use "copyTextureToTexture" instead.' );
return this.copyTextureToTexture( srcTexture, dstTexture, srcRegion, dstPosition, level );
};
this.initRenderTarget = function ( target ) {
if ( properties.get( target ).__webglFramebuffer === undefined ) {
textures.setupRenderTarget( target );
}
};
this.initTexture = function ( texture ) {
if ( texture.isCubeTexture ) {
textures.setTextureCube( texture, 0 );
} else if ( texture.isData3DTexture ) {
textures.setTexture3D( texture, 0 );
} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
textures.setTexture2DArray( texture, 0 );
} else {
textures.setTexture2D( texture, 0 );
}
state.unbindTexture();
};
this.resetState = function () {
_currentActiveCubeFace = 0;
_currentActiveMipmapLevel = 0;
_currentRenderTarget = null;
state.reset();
bindingStates.reset();
};
if ( typeof __THREE_DEVTOOLS__ !== 'undefined' ) {
__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'observe', { detail: this } ) );
}
}
get coordinateSystem() {
return WebGLCoordinateSystem;
}
get outputColorSpace() {
return this._outputColorSpace;
}
set outputColorSpace( colorSpace ) {
this._outputColorSpace = colorSpace;
const gl = this.getContext();
gl.drawingBufferColorspace = ColorManagement._getDrawingBufferColorSpace( colorSpace );
gl.unpackColorSpace = ColorManagement._getUnpackColorSpace();
}
}
function _assertThisInitialized(self) { if (self === void 0) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return self; }
function _inheritsLoose(subClass, superClass) { subClass.prototype = Object.create(superClass.prototype); subClass.prototype.constructor = subClass; subClass.__proto__ = superClass; }
/*!
* GSAP 3.12.7
* https://gsap.com
*
* @license Copyright 2008-2025, GreenSock. All rights reserved.
* Subject to the terms at https://gsap.com/standard-license or for
* Club GSAP members, the agreement issued with that membership.
* @author: Jack Doyle, jack@greensock.com
*/
/* eslint-disable */
var _config = {
autoSleep: 120,
force3D: "auto",
nullTargetWarn: 1,
units: {
lineHeight: ""
}
},
_defaults = {
duration: .5,
overwrite: false,
delay: 0
},
_suppressOverwrites,
_reverting$1,
_context,
_bigNum$1 = 1e8,
_tinyNum = 1 / _bigNum$1,
_2PI = Math.PI * 2,
_HALF_PI = _2PI / 4,
_gsID = 0,
_sqrt = Math.sqrt,
_cos = Math.cos,
_sin = Math.sin,
_isString = function _isString(value) {
return typeof value === "string";
},
_isFunction = function _isFunction(value) {
return typeof value === "function";
},
_isNumber = function _isNumber(value) {
return typeof value === "number";
},
_isUndefined = function _isUndefined(value) {
return typeof value === "undefined";
},
_isObject = function _isObject(value) {
return typeof value === "object";
},
_isNotFalse = function _isNotFalse(value) {
return value !== false;
},
_windowExists$1 = function _windowExists() {
return typeof window !== "undefined";
},
_isFuncOrString = function _isFuncOrString(value) {
return _isFunction(value) || _isString(value);
},
_isTypedArray = typeof ArrayBuffer === "function" && ArrayBuffer.isView || function () {},
// note: IE10 has ArrayBuffer, but NOT ArrayBuffer.isView().
_isArray = Array.isArray,
_strictNumExp = /(?:-?\.?\d|\.)+/gi,
//only numbers (including negatives and decimals) but NOT relative values.
_numExp = /[-+=.]*\d+[.e\-+]*\d*[e\-+]*\d*/g,
//finds any numbers, including ones that start with += or -=, negative numbers, and ones in scientific notation like 1e-8.
_numWithUnitExp = /[-+=.]*\d+[.e-]*\d*[a-z%]*/g,
_complexStringNumExp = /[-+=.]*\d+\.?\d*(?:e-|e\+)?\d*/gi,
//duplicate so that while we're looping through matches from exec(), it doesn't contaminate the lastIndex of _numExp which we use to search for colors too.
_relExp = /[+-]=-?[.\d]+/,
_delimitedValueExp = /[^,'"\[\]\s]+/gi,
// previously /[#\-+.]*\b[a-z\d\-=+%.]+/gi but didn't catch special characters.
_unitExp = /^[+\-=e\s\d]*\d+[.\d]*([a-z]*|%)\s*$/i,
_globalTimeline,
_win$1,
_coreInitted,
_doc$1,
_globals = {},
_installScope = {},
_coreReady,
_install = function _install(scope) {
return (_installScope = _merge(scope, _globals)) && gsap;
},
_missingPlugin = function _missingPlugin(property, value) {
return console.warn("Invalid property", property, "set to", value, "Missing plugin? gsap.registerPlugin()");
},
_warn = function _warn(message, suppress) {
return !suppress && console.warn(message);
},
_addGlobal = function _addGlobal(name, obj) {
return name && (_globals[name] = obj) && _installScope && (_installScope[name] = obj) || _globals;
},
_emptyFunc = function _emptyFunc() {
return 0;
},
_startAtRevertConfig = {
suppressEvents: true,
isStart: true,
kill: false
},
_revertConfigNoKill = {
suppressEvents: true,
kill: false
},
_revertConfig = {
suppressEvents: true
},
_reservedProps = {},
_lazyTweens = [],
_lazyLookup = {},
_lastRenderedFrame,
_plugins = {},
_effects = {},
_nextGCFrame = 30,
_harnessPlugins = [],
_callbackNames = "",
_harness = function _harness(targets) {
var target = targets[0],
harnessPlugin,
i;
_isObject(target) || _isFunction(target) || (targets = [targets]);
if (!(harnessPlugin = (target._gsap || {}).harness)) {
// find the first target with a harness. We assume targets passed into an animation will be of similar type, meaning the same kind of harness can be used for them all (performance optimization)
i = _harnessPlugins.length;
while (i-- && !_harnessPlugins[i].targetTest(target)) {}
harnessPlugin = _harnessPlugins[i];
}
i = targets.length;
while (i--) {
targets[i] && (targets[i]._gsap || (targets[i]._gsap = new GSCache(targets[i], harnessPlugin))) || targets.splice(i, 1);
}
return targets;
},
_getCache = function _getCache(target) {
return target._gsap || _harness(toArray(target))[0]._gsap;
},
_getProperty = function _getProperty(target, property, v) {
return (v = target[property]) && _isFunction(v) ? target[property]() : _isUndefined(v) && target.getAttribute && target.getAttribute(property) || v;
},
_forEachName = function _forEachName(names, func) {
return (names = names.split(",")).forEach(func) || names;
},
//split a comma-delimited list of names into an array, then run a forEach() function and return the split array (this is just a way to consolidate/shorten some code).
_round = function _round(value) {
return Math.round(value * 100000) / 100000 || 0;
},
_roundPrecise = function _roundPrecise(value) {
return Math.round(value * 10000000) / 10000000 || 0;
},
// increased precision mostly for timing values.
_parseRelative = function _parseRelative(start, value) {
var operator = value.charAt(0),
end = parseFloat(value.substr(2));
start = parseFloat(start);
return operator === "+" ? start + end : operator === "-" ? start - end : operator === "*" ? start * end : start / end;
},
_arrayContainsAny = function _arrayContainsAny(toSearch, toFind) {
//searches one array to find matches for any of the items in the toFind array. As soon as one is found, it returns true. It does NOT return all the matches; it's simply a boolean search.
var l = toFind.length,
i = 0;
for (; toSearch.indexOf(toFind[i]) < 0 && ++i < l;) {}
return i < l;
},
_lazyRender = function _lazyRender() {
var l = _lazyTweens.length,
a = _lazyTweens.slice(0),
i,
tween;
_lazyLookup = {};
_lazyTweens.length = 0;
for (i = 0; i < l; i++) {
tween = a[i];
tween && tween._lazy && (tween.render(tween._lazy[0], tween._lazy[1], true)._lazy = 0);
}
},
_lazySafeRender = function _lazySafeRender(animation, time, suppressEvents, force) {
_lazyTweens.length && !_reverting$1 && _lazyRender();
animation.render(time, suppressEvents, _reverting$1 && time < 0 && (animation._initted || animation._startAt));
_lazyTweens.length && !_reverting$1 && _lazyRender(); //in case rendering caused any tweens to lazy-init, we should render them because typically when someone calls seek() or time() or progress(), they expect an immediate render.
},
_numericIfPossible = function _numericIfPossible(value) {
var n = parseFloat(value);
return (n || n === 0) && (value + "").match(_delimitedValueExp).length < 2 ? n : _isString(value) ? value.trim() : value;
},
_passThrough = function _passThrough(p) {
return p;
},
_setDefaults = function _setDefaults(obj, defaults) {
for (var p in defaults) {
p in obj || (obj[p] = defaults[p]);
}
return obj;
},
_setKeyframeDefaults = function _setKeyframeDefaults(excludeDuration) {
return function (obj, defaults) {
for (var p in defaults) {
p in obj || p === "duration" && excludeDuration || p === "ease" || (obj[p] = defaults[p]);
}
};
},
_merge = function _merge(base, toMerge) {
for (var p in toMerge) {
base[p] = toMerge[p];
}
return base;
},
_mergeDeep = function _mergeDeep(base, toMerge) {
for (var p in toMerge) {
p !== "__proto__" && p !== "constructor" && p !== "prototype" && (base[p] = _isObject(toMerge[p]) ? _mergeDeep(base[p] || (base[p] = {}), toMerge[p]) : toMerge[p]);
}
return base;
},
_copyExcluding = function _copyExcluding(obj, excluding) {
var copy = {},
p;
for (p in obj) {
p in excluding || (copy[p] = obj[p]);
}
return copy;
},
_inheritDefaults = function _inheritDefaults(vars) {
var parent = vars.parent || _globalTimeline,
func = vars.keyframes ? _setKeyframeDefaults(_isArray(vars.keyframes)) : _setDefaults;
if (_isNotFalse(vars.inherit)) {
while (parent) {
func(vars, parent.vars.defaults);
parent = parent.parent || parent._dp;
}
}
return vars;
},
_arraysMatch = function _arraysMatch(a1, a2) {
var i = a1.length,
match = i === a2.length;
while (match && i-- && a1[i] === a2[i]) {}
return i < 0;
},
_addLinkedListItem = function _addLinkedListItem(parent, child, firstProp, lastProp, sortBy) {
var prev = parent[lastProp],
t;
if (sortBy) {
t = child[sortBy];
while (prev && prev[sortBy] > t) {
prev = prev._prev;
}
}
if (prev) {
child._next = prev._next;
prev._next = child;
} else {
child._next = parent[firstProp];
parent[firstProp] = child;
}
if (child._next) {
child._next._prev = child;
} else {
parent[lastProp] = child;
}
child._prev = prev;
child.parent = child._dp = parent;
return child;
},
_removeLinkedListItem = function _removeLinkedListItem(parent, child, firstProp, lastProp) {
if (firstProp === void 0) {
firstProp = "_first";
}
if (lastProp === void 0) {
lastProp = "_last";
}
var prev = child._prev,
next = child._next;
if (prev) {
prev._next = next;
} else if (parent[firstProp] === child) {
parent[firstProp] = next;
}
if (next) {
next._prev = prev;
} else if (parent[lastProp] === child) {
parent[lastProp] = prev;
}
child._next = child._prev = child.parent = null; // don't delete the _dp just so we can revert if necessary. But parent should be null to indicate the item isn't in a linked list.
},
_removeFromParent = function _removeFromParent(child, onlyIfParentHasAutoRemove) {
child.parent && (!onlyIfParentHasAutoRemove || child.parent.autoRemoveChildren) && child.parent.remove && child.parent.remove(child);
child._act = 0;
},
_uncache = function _uncache(animation, child) {
if (animation && (!child || child._end > animation._dur || child._start < 0)) {
// performance optimization: if a child animation is passed in we should only uncache if that child EXTENDS the animation (its end time is beyond the end)
var a = animation;
while (a) {
a._dirty = 1;
a = a.parent;
}
}
return animation;
},
_recacheAncestors = function _recacheAncestors(animation) {
var parent = animation.parent;
while (parent && parent.parent) {
//sometimes we must force a re-sort of all children and update the duration/totalDuration of all ancestor timelines immediately in case, for example, in the middle of a render loop, one tween alters another tween's timeScale which shoves its startTime before 0, forcing the parent timeline to shift around and shiftChildren() which could affect that next tween's render (startTime). Doesn't matter for the root timeline though.
parent._dirty = 1;
parent.totalDuration();
parent = parent.parent;
}
return animation;
},
_rewindStartAt = function _rewindStartAt(tween, totalTime, suppressEvents, force) {
return tween._startAt && (_reverting$1 ? tween._startAt.revert(_revertConfigNoKill) : tween.vars.immediateRender && !tween.vars.autoRevert || tween._startAt.render(totalTime, true, force));
},
_hasNoPausedAncestors = function _hasNoPausedAncestors(animation) {
return !animation || animation._ts && _hasNoPausedAncestors(animation.parent);
},
_elapsedCycleDuration = function _elapsedCycleDuration(animation) {
return animation._repeat ? _animationCycle(animation._tTime, animation = animation.duration() + animation._rDelay) * animation : 0;
},
// feed in the totalTime and cycleDuration and it'll return the cycle (iteration minus 1) and if the playhead is exactly at the very END, it will NOT bump up to the next cycle.
_animationCycle = function _animationCycle(tTime, cycleDuration) {
var whole = Math.floor(tTime = _roundPrecise(tTime / cycleDuration));
return tTime && whole === tTime ? whole - 1 : whole;
},
_parentToChildTotalTime = function _parentToChildTotalTime(parentTime, child) {
return (parentTime - child._start) * child._ts + (child._ts >= 0 ? 0 : child._dirty ? child.totalDuration() : child._tDur);
},
_setEnd = function _setEnd(animation) {
return animation._end = _roundPrecise(animation._start + (animation._tDur / Math.abs(animation._ts || animation._rts || _tinyNum) || 0));
},
_alignPlayhead = function _alignPlayhead(animation, totalTime) {
// adjusts the animation's _start and _end according to the provided totalTime (only if the parent's smoothChildTiming is true and the animation isn't paused). It doesn't do any rendering or forcing things back into parent timelines, etc. - that's what totalTime() is for.
var parent = animation._dp;
if (parent && parent.smoothChildTiming && animation._ts) {
animation._start = _roundPrecise(parent._time - (animation._ts > 0 ? totalTime / animation._ts : ((animation._dirty ? animation.totalDuration() : animation._tDur) - totalTime) / -animation._ts));
_setEnd(animation);
parent._dirty || _uncache(parent, animation); //for performance improvement. If the parent's cache is already dirty, it already took care of marking the ancestors as dirty too, so skip the function call here.
}
return animation;
},
/*
_totalTimeToTime = (clampedTotalTime, duration, repeat, repeatDelay, yoyo) => {
let cycleDuration = duration + repeatDelay,
time = _round(clampedTotalTime % cycleDuration);
if (time > duration) {
time = duration;
}
return (yoyo && (~~(clampedTotalTime / cycleDuration) & 1)) ? duration - time : time;
},
*/
_postAddChecks = function _postAddChecks(timeline, child) {
var t;
if (child._time || !child._dur && child._initted || child._start < timeline._time && (child._dur || !child.add)) {
// in case, for example, the _start is moved on a tween that has already rendered, or if it's being inserted into a timeline BEFORE where the playhead is currently. Imagine it's at its end state, then the startTime is moved WAY later (after the end of this timeline), it should render at its beginning. Special case: if it's a timeline (has .add() method) and no duration, we can skip rendering because the user may be populating it AFTER adding it to a parent timeline (unconventional, but possible, and we wouldn't want it to get removed if the parent's autoRemoveChildren is true).
t = _parentToChildTotalTime(timeline.rawTime(), child);
if (!child._dur || _clamp(0, child.totalDuration(), t) - child._tTime > _tinyNum) {
child.render(t, true);
}
} //if the timeline has already ended but the inserted tween/timeline extends the duration, we should enable this timeline again so that it renders properly. We should also align the playhead with the parent timeline's when appropriate.
if (_uncache(timeline, child)._dp && timeline._initted && timeline._time >= timeline._dur && timeline._ts) {
//in case any of the ancestors had completed but should now be enabled...
if (timeline._dur < timeline.duration()) {
t = timeline;
while (t._dp) {
t.rawTime() >= 0 && t.totalTime(t._tTime); //moves the timeline (shifts its startTime) if necessary, and also enables it. If it's currently zero, though, it may not be scheduled to render until later so there's no need to force it to align with the current playhead position. Only move to catch up with the playhead.
t = t._dp;
}
}
timeline._zTime = -1e-8; // helps ensure that the next render() will be forced (crossingStart = true in render()), even if the duration hasn't changed (we're adding a child which would need to get rendered). Definitely an edge case. Note: we MUST do this AFTER the loop above where the totalTime() might trigger a render() because this _addToTimeline() method gets called from the Animation constructor, BEFORE tweens even record their targets, etc. so we wouldn't want things to get triggered in the wrong order.
}
},
_addToTimeline = function _addToTimeline(timeline, child, position, skipChecks) {
child.parent && _removeFromParent(child);
child._start = _roundPrecise((_isNumber(position) ? position : position || timeline !== _globalTimeline ? _parsePosition(timeline, position, child) : timeline._time) + child._delay);
child._end = _roundPrecise(child._start + (child.totalDuration() / Math.abs(child.timeScale()) || 0));
_addLinkedListItem(timeline, child, "_first", "_last", timeline._sort ? "_start" : 0);
_isFromOrFromStart(child) || (timeline._recent = child);
skipChecks || _postAddChecks(timeline, child);
timeline._ts < 0 && _alignPlayhead(timeline, timeline._tTime); // if the timeline is reversed and the new child makes it longer, we may need to adjust the parent's _start (push it back)
return timeline;
},
_scrollTrigger = function _scrollTrigger(animation, trigger) {
return (_globals.ScrollTrigger || _missingPlugin("scrollTrigger", trigger)) && _globals.ScrollTrigger.create(trigger, animation);
},
_attemptInitTween = function _attemptInitTween(tween, time, force, suppressEvents, tTime) {
_initTween(tween, time, tTime);
if (!tween._initted) {
return 1;
}
if (!force && tween._pt && !_reverting$1 && (tween._dur && tween.vars.lazy !== false || !tween._dur && tween.vars.lazy) && _lastRenderedFrame !== _ticker.frame) {
_lazyTweens.push(tween);
tween._lazy = [tTime, suppressEvents];
return 1;
}
},
_parentPlayheadIsBeforeStart = function _parentPlayheadIsBeforeStart(_ref) {
var parent = _ref.parent;
return parent && parent._ts && parent._initted && !parent._lock && (parent.rawTime() < 0 || _parentPlayheadIsBeforeStart(parent));
},
// check parent's _lock because when a timeline repeats/yoyos and does its artificial wrapping, we shouldn't force the ratio back to 0
_isFromOrFromStart = function _isFromOrFromStart(_ref2) {
var data = _ref2.data;
return data === "isFromStart" || data === "isStart";
},
_renderZeroDurationTween = function _renderZeroDurationTween(tween, totalTime, suppressEvents, force) {
var prevRatio = tween.ratio,
ratio = totalTime < 0 || !totalTime && (!tween._start && _parentPlayheadIsBeforeStart(tween) && !(!tween._initted && _isFromOrFromStart(tween)) || (tween._ts < 0 || tween._dp._ts < 0) && !_isFromOrFromStart(tween)) ? 0 : 1,
// if the tween or its parent is reversed and the totalTime is 0, we should go to a ratio of 0. Edge case: if a from() or fromTo() stagger tween is placed later in a timeline, the "startAt" zero-duration tween could initially render at a time when the parent timeline's playhead is technically BEFORE where this tween is, so make sure that any "from" and "fromTo" startAt tweens are rendered the first time at a ratio of 1.
repeatDelay = tween._rDelay,
tTime = 0,
pt,
iteration,
prevIteration;
if (repeatDelay && tween._repeat) {
// in case there's a zero-duration tween that has a repeat with a repeatDelay
tTime = _clamp(0, tween._tDur, totalTime);
iteration = _animationCycle(tTime, repeatDelay);
tween._yoyo && iteration & 1 && (ratio = 1 - ratio);
if (iteration !== _animationCycle(tween._tTime, repeatDelay)) {
// if iteration changed
prevRatio = 1 - ratio;
tween.vars.repeatRefresh && tween._initted && tween.invalidate();
}
}
if (ratio !== prevRatio || _reverting$1 || force || tween._zTime === _tinyNum || !totalTime && tween._zTime) {
if (!tween._initted && _attemptInitTween(tween, totalTime, force, suppressEvents, tTime)) {
// if we render the very beginning (time == 0) of a fromTo(), we must force the render (normal tweens wouldn't need to render at a time of 0 when the prevTime was also 0). This is also mandatory to make sure overwriting kicks in immediately.
return;
}
prevIteration = tween._zTime;
tween._zTime = totalTime || (suppressEvents ? _tinyNum : 0); // when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect.
suppressEvents || (suppressEvents = totalTime && !prevIteration); // if it was rendered previously at exactly 0 (_zTime) and now the playhead is moving away, DON'T fire callbacks otherwise they'll seem like duplicates.
tween.ratio = ratio;
tween._from && (ratio = 1 - ratio);
tween._time = 0;
tween._tTime = tTime;
pt = tween._pt;
while (pt) {
pt.r(ratio, pt.d);
pt = pt._next;
}
totalTime < 0 && _rewindStartAt(tween, totalTime, suppressEvents, true);
tween._onUpdate && !suppressEvents && _callback(tween, "onUpdate");
tTime && tween._repeat && !suppressEvents && tween.parent && _callback(tween, "onRepeat");
if ((totalTime >= tween._tDur || totalTime < 0) && tween.ratio === ratio) {
ratio && _removeFromParent(tween, 1);
if (!suppressEvents && !_reverting$1) {
_callback(tween, ratio ? "onComplete" : "onReverseComplete", true);
tween._prom && tween._prom();
}
}
} else if (!tween._zTime) {
tween._zTime = totalTime;
}
},
_findNextPauseTween = function _findNextPauseTween(animation, prevTime, time) {
var child;
if (time > prevTime) {
child = animation._first;
while (child && child._start <= time) {
if (child.data === "isPause" && child._start > prevTime) {
return child;
}
child = child._next;
}
} else {
child = animation._last;
while (child && child._start >= time) {
if (child.data === "isPause" && child._start < prevTime) {
return child;
}
child = child._prev;
}
}
},
_setDuration = function _setDuration(animation, duration, skipUncache, leavePlayhead) {
var repeat = animation._repeat,
dur = _roundPrecise(duration) || 0,
totalProgress = animation._tTime / animation._tDur;
totalProgress && !leavePlayhead && (animation._time *= dur / animation._dur);
animation._dur = dur;
animation._tDur = !repeat ? dur : repeat < 0 ? 1e10 : _roundPrecise(dur * (repeat + 1) + animation._rDelay * repeat);
totalProgress > 0 && !leavePlayhead && _alignPlayhead(animation, animation._tTime = animation._tDur * totalProgress);
animation.parent && _setEnd(animation);
skipUncache || _uncache(animation.parent, animation);
return animation;
},
_onUpdateTotalDuration = function _onUpdateTotalDuration(animation) {
return animation instanceof Timeline ? _uncache(animation) : _setDuration(animation, animation._dur);
},
_zeroPosition = {
_start: 0,
endTime: _emptyFunc,
totalDuration: _emptyFunc
},
_parsePosition = function _parsePosition(animation, position, percentAnimation) {
var labels = animation.labels,
recent = animation._recent || _zeroPosition,
clippedDuration = animation.duration() >= _bigNum$1 ? recent.endTime(false) : animation._dur,
//in case there's a child that infinitely repeats, users almost never intend for the insertion point of a new child to be based on a SUPER long value like that so we clip it and assume the most recently-added child's endTime should be used instead.
i,
offset,
isPercent;
if (_isString(position) && (isNaN(position) || position in labels)) {
//if the string is a number like "1", check to see if there's a label with that name, otherwise interpret it as a number (absolute value).
offset = position.charAt(0);
isPercent = position.substr(-1) === "%";
i = position.indexOf("=");
if (offset === "<" || offset === ">") {
i >= 0 && (position = position.replace(/=/, ""));
return (offset === "<" ? recent._start : recent.endTime(recent._repeat >= 0)) + (parseFloat(position.substr(1)) || 0) * (isPercent ? (i < 0 ? recent : percentAnimation).totalDuration() / 100 : 1);
}
if (i < 0) {
position in labels || (labels[position] = clippedDuration);
return labels[position];
}
offset = parseFloat(position.charAt(i - 1) + position.substr(i + 1));
if (isPercent && percentAnimation) {
offset = offset / 100 * (_isArray(percentAnimation) ? percentAnimation[0] : percentAnimation).totalDuration();
}
return i > 1 ? _parsePosition(animation, position.substr(0, i - 1), percentAnimation) + offset : clippedDuration + offset;
}
return position == null ? clippedDuration : +position;
},
_createTweenType = function _createTweenType(type, params, timeline) {
var isLegacy = _isNumber(params[1]),
varsIndex = (isLegacy ? 2 : 1) + (type < 2 ? 0 : 1),
vars = params[varsIndex],
irVars,
parent;
isLegacy && (vars.duration = params[1]);
vars.parent = timeline;
if (type) {
irVars = vars;
parent = timeline;
while (parent && !("immediateRender" in irVars)) {
// inheritance hasn't happened yet, but someone may have set a default in an ancestor timeline. We could do vars.immediateRender = _isNotFalse(_inheritDefaults(vars).immediateRender) but that'd exact a slight performance penalty because _inheritDefaults() also runs in the Tween constructor. We're paying a small kb price here to gain speed.
irVars = parent.vars.defaults || {};
parent = _isNotFalse(parent.vars.inherit) && parent.parent;
}
vars.immediateRender = _isNotFalse(irVars.immediateRender);
type < 2 ? vars.runBackwards = 1 : vars.startAt = params[varsIndex - 1]; // "from" vars
}
return new Tween(params[0], vars, params[varsIndex + 1]);
},
_conditionalReturn = function _conditionalReturn(value, func) {
return value || value === 0 ? func(value) : func;
},
_clamp = function _clamp(min, max, value) {
return value < min ? min : value > max ? max : value;
},
getUnit = function getUnit(value, v) {
return !_isString(value) || !(v = _unitExp.exec(value)) ? "" : v[1];
},
// note: protect against padded numbers as strings, like "100.100". That shouldn't return "00" as the unit. If it's numeric, return no unit.
clamp = function clamp(min, max, value) {
return _conditionalReturn(value, function (v) {
return _clamp(min, max, v);
});
},
_slice = [].slice,
_isArrayLike = function _isArrayLike(value, nonEmpty) {
return value && _isObject(value) && "length" in value && (!nonEmpty && !value.length || value.length - 1 in value && _isObject(value[0])) && !value.nodeType && value !== _win$1;
},
_flatten = function _flatten(ar, leaveStrings, accumulator) {
if (accumulator === void 0) {
accumulator = [];
}
return ar.forEach(function (value) {
var _accumulator;
return _isString(value) && !leaveStrings || _isArrayLike(value, 1) ? (_accumulator = accumulator).push.apply(_accumulator, toArray(value)) : accumulator.push(value);
}) || accumulator;
},
//takes any value and returns an array. If it's a string (and leaveStrings isn't true), it'll use document.querySelectorAll() and convert that to an array. It'll also accept iterables like jQuery objects.
toArray = function toArray(value, scope, leaveStrings) {
return _context && !scope && _context.selector ? _context.selector(value) : _isString(value) && !leaveStrings && (_coreInitted || !_wake()) ? _slice.call((scope || _doc$1).querySelectorAll(value), 0) : _isArray(value) ? _flatten(value, leaveStrings) : _isArrayLike(value) ? _slice.call(value, 0) : value ? [value] : [];
},
selector = function selector(value) {
value = toArray(value)[0] || _warn("Invalid scope") || {};
return function (v) {
var el = value.current || value.nativeElement || value;
return toArray(v, el.querySelectorAll ? el : el === value ? _warn("Invalid scope") || _doc$1.createElement("div") : value);
};
},
shuffle = function shuffle(a) {
return a.sort(function () {
return .5 - Math.random();
});
},
// alternative that's a bit faster and more reliably diverse but bigger: for (let j, v, i = a.length; i; j = (Math.random() * i) | 0, v = a[--i], a[i] = a[j], a[j] = v); return a;
//for distributing values across an array. Can accept a number, a function or (most commonly) a function which can contain the following properties: {base, amount, from, ease, grid, axis, length, each}. Returns a function that expects the following parameters: index, target, array. Recognizes the following
distribute = function distribute(v) {
if (_isFunction(v)) {
return v;
}
var vars = _isObject(v) ? v : {
each: v
},
//n:1 is just to indicate v was a number; we leverage that later to set v according to the length we get. If a number is passed in, we treat it like the old stagger value where 0.1, for example, would mean that things would be distributed with 0.1 between each element in the array rather than a total "amount" that's chunked out among them all.
ease = _parseEase(vars.ease),
from = vars.from || 0,
base = parseFloat(vars.base) || 0,
cache = {},
isDecimal = from > 0 && from < 1,
ratios = isNaN(from) || isDecimal,
axis = vars.axis,
ratioX = from,
ratioY = from;
if (_isString(from)) {
ratioX = ratioY = {
center: .5,
edges: .5,
end: 1
}[from] || 0;
} else if (!isDecimal && ratios) {
ratioX = from[0];
ratioY = from[1];
}
return function (i, target, a) {
var l = (a || vars).length,
distances = cache[l],
originX,
originY,
x,
y,
d,
j,
max,
min,
wrapAt;
if (!distances) {
wrapAt = vars.grid === "auto" ? 0 : (vars.grid || [1, _bigNum$1])[1];
if (!wrapAt) {
max = -1e8;
while (max < (max = a[wrapAt++].getBoundingClientRect().left) && wrapAt < l) {}
wrapAt < l && wrapAt--;
}
distances = cache[l] = [];
originX = ratios ? Math.min(wrapAt, l) * ratioX - .5 : from % wrapAt;
originY = wrapAt === _bigNum$1 ? 0 : ratios ? l * ratioY / wrapAt - .5 : from / wrapAt | 0;
max = 0;
min = _bigNum$1;
for (j = 0; j < l; j++) {
x = j % wrapAt - originX;
y = originY - (j / wrapAt | 0);
distances[j] = d = !axis ? _sqrt(x * x + y * y) : Math.abs(axis === "y" ? y : x);
d > max && (max = d);
d < min && (min = d);
}
from === "random" && shuffle(distances);
distances.max = max - min;
distances.min = min;
distances.v = l = (parseFloat(vars.amount) || parseFloat(vars.each) * (wrapAt > l ? l - 1 : !axis ? Math.max(wrapAt, l / wrapAt) : axis === "y" ? l / wrapAt : wrapAt) || 0) * (from === "edges" ? -1 : 1);
distances.b = l < 0 ? base - l : base;
distances.u = getUnit(vars.amount || vars.each) || 0; //unit
ease = ease && l < 0 ? _invertEase(ease) : ease;
}
l = (distances[i] - distances.min) / distances.max || 0;
return _roundPrecise(distances.b + (ease ? ease(l) : l) * distances.v) + distances.u; //round in order to work around floating point errors
};
},
_roundModifier = function _roundModifier(v) {
//pass in 0.1 get a function that'll round to the nearest tenth, or 5 to round to the closest 5, or 0.001 to the closest 1000th, etc.
var p = Math.pow(10, ((v + "").split(".")[1] || "").length); //to avoid floating point math errors (like 24 * 0.1 == 2.4000000000000004), we chop off at a specific number of decimal places (much faster than toFixed())
return function (raw) {
var n = _roundPrecise(Math.round(parseFloat(raw) / v) * v * p);
return (n - n % 1) / p + (_isNumber(raw) ? 0 : getUnit(raw)); // n - n % 1 replaces Math.floor() in order to handle negative values properly. For example, Math.floor(-150.00000000000003) is 151!
};
},
snap = function snap(snapTo, value) {
var isArray = _isArray(snapTo),
radius,
is2D;
if (!isArray && _isObject(snapTo)) {
radius = isArray = snapTo.radius || _bigNum$1;
if (snapTo.values) {
snapTo = toArray(snapTo.values);
if (is2D = !_isNumber(snapTo[0])) {
radius *= radius; //performance optimization so we don't have to Math.sqrt() in the loop.
}
} else {
snapTo = _roundModifier(snapTo.increment);
}
}
return _conditionalReturn(value, !isArray ? _roundModifier(snapTo) : _isFunction(snapTo) ? function (raw) {
is2D = snapTo(raw);
return Math.abs(is2D - raw) <= radius ? is2D : raw;
} : function (raw) {
var x = parseFloat(is2D ? raw.x : raw),
y = parseFloat(is2D ? raw.y : 0),
min = _bigNum$1,
closest = 0,
i = snapTo.length,
dx,
dy;
while (i--) {
if (is2D) {
dx = snapTo[i].x - x;
dy = snapTo[i].y - y;
dx = dx * dx + dy * dy;
} else {
dx = Math.abs(snapTo[i] - x);
}
if (dx < min) {
min = dx;
closest = i;
}
}
closest = !radius || min <= radius ? snapTo[closest] : raw;
return is2D || closest === raw || _isNumber(raw) ? closest : closest + getUnit(raw);
});
},
random = function random(min, max, roundingIncrement, returnFunction) {
return _conditionalReturn(_isArray(min) ? !max : roundingIncrement === true ? !!(roundingIncrement = 0) : !returnFunction, function () {
return _isArray(min) ? min[~~(Math.random() * min.length)] : (roundingIncrement = roundingIncrement || 1e-5) && (returnFunction = roundingIncrement < 1 ? Math.pow(10, (roundingIncrement + "").length - 2) : 1) && Math.floor(Math.round((min - roundingIncrement / 2 + Math.random() * (max - min + roundingIncrement * .99)) / roundingIncrement) * roundingIncrement * returnFunction) / returnFunction;
});
},
pipe = function pipe() {
for (var _len = arguments.length, functions = new Array(_len), _key = 0; _key < _len; _key++) {
functions[_key] = arguments[_key];
}
return function (value) {
return functions.reduce(function (v, f) {
return f(v);
}, value);
};
},
unitize = function unitize(func, unit) {
return function (value) {
return func(parseFloat(value)) + (unit || getUnit(value));
};
},
normalize = function normalize(min, max, value) {
return mapRange(min, max, 0, 1, value);
},
_wrapArray = function _wrapArray(a, wrapper, value) {
return _conditionalReturn(value, function (index) {
return a[~~wrapper(index)];
});
},
wrap = function wrap(min, max, value) {
// NOTE: wrap() CANNOT be an arrow function! A very odd compiling bug causes problems (unrelated to GSAP).
var range = max - min;
return _isArray(min) ? _wrapArray(min, wrap(0, min.length), max) : _conditionalReturn(value, function (value) {
return (range + (value - min) % range) % range + min;
});
},
wrapYoyo = function wrapYoyo(min, max, value) {
var range = max - min,
total = range * 2;
return _isArray(min) ? _wrapArray(min, wrapYoyo(0, min.length - 1), max) : _conditionalReturn(value, function (value) {
value = (total + (value - min) % total) % total || 0;
return min + (value > range ? total - value : value);
});
},
_replaceRandom = function _replaceRandom(value) {
//replaces all occurrences of random(...) in a string with the calculated random value. can be a range like random(-100, 100, 5) or an array like random([0, 100, 500])
var prev = 0,
s = "",
i,
nums,
end,
isArray;
while (~(i = value.indexOf("random(", prev))) {
end = value.indexOf(")", i);
isArray = value.charAt(i + 7) === "[";
nums = value.substr(i + 7, end - i - 7).match(isArray ? _delimitedValueExp : _strictNumExp);
s += value.substr(prev, i - prev) + random(isArray ? nums : +nums[0], isArray ? 0 : +nums[1], +nums[2] || 1e-5);
prev = end + 1;
}
return s + value.substr(prev, value.length - prev);
},
mapRange = function mapRange(inMin, inMax, outMin, outMax, value) {
var inRange = inMax - inMin,
outRange = outMax - outMin;
return _conditionalReturn(value, function (value) {
return outMin + ((value - inMin) / inRange * outRange || 0);
});
},
interpolate = function interpolate(start, end, progress, mutate) {
var func = isNaN(start + end) ? 0 : function (p) {
return (1 - p) * start + p * end;
};
if (!func) {
var isString = _isString(start),
master = {},
p,
i,
interpolators,
l,
il;
progress === true && (mutate = 1) && (progress = null);
if (isString) {
start = {
p: start
};
end = {
p: end
};
} else if (_isArray(start) && !_isArray(end)) {
interpolators = [];
l = start.length;
il = l - 2;
for (i = 1; i < l; i++) {
interpolators.push(interpolate(start[i - 1], start[i])); //build the interpolators up front as a performance optimization so that when the function is called many times, it can just reuse them.
}
l--;
func = function func(p) {
p *= l;
var i = Math.min(il, ~~p);
return interpolators[i](p - i);
};
progress = end;
} else if (!mutate) {
start = _merge(_isArray(start) ? [] : {}, start);
}
if (!interpolators) {
for (p in end) {
_addPropTween.call(master, start, p, "get", end[p]);
}
func = function func(p) {
return _renderPropTweens(p, master) || (isString ? start.p : start);
};
}
}
return _conditionalReturn(progress, func);
},
_getLabelInDirection = function _getLabelInDirection(timeline, fromTime, backward) {
//used for nextLabel() and previousLabel()
var labels = timeline.labels,
min = _bigNum$1,
p,
distance,
label;
for (p in labels) {
distance = labels[p] - fromTime;
if (distance < 0 === !!backward && distance && min > (distance = Math.abs(distance))) {
label = p;
min = distance;
}
}
return label;
},
_callback = function _callback(animation, type, executeLazyFirst) {
var v = animation.vars,
callback = v[type],
prevContext = _context,
context = animation._ctx,
params,
scope,
result;
if (!callback) {
return;
}
params = v[type + "Params"];
scope = v.callbackScope || animation;
executeLazyFirst && _lazyTweens.length && _lazyRender(); //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values.
context && (_context = context);
result = params ? callback.apply(scope, params) : callback.call(scope);
_context = prevContext;
return result;
},
_interrupt = function _interrupt(animation) {
_removeFromParent(animation);
animation.scrollTrigger && animation.scrollTrigger.kill(!!_reverting$1);
animation.progress() < 1 && _callback(animation, "onInterrupt");
return animation;
},
_quickTween,
_registerPluginQueue = [],
_createPlugin = function _createPlugin(config) {
if (!config) return;
config = !config.name && config["default"] || config; // UMD packaging wraps things oddly, so for example MotionPathHelper becomes {MotionPathHelper:MotionPathHelper, default:MotionPathHelper}.
if (_windowExists$1() || config.headless) {
// edge case: some build tools may pass in a null/undefined value
var name = config.name,
isFunc = _isFunction(config),
Plugin = name && !isFunc && config.init ? function () {
this._props = [];
} : config,
//in case someone passes in an object that's not a plugin, like CustomEase
instanceDefaults = {
init: _emptyFunc,
render: _renderPropTweens,
add: _addPropTween,
kill: _killPropTweensOf,
modifier: _addPluginModifier,
rawVars: 0
},
statics = {
targetTest: 0,
get: 0,
getSetter: _getSetter,
aliases: {},
register: 0
};
_wake();
if (config !== Plugin) {
if (_plugins[name]) {
return;
}
_setDefaults(Plugin, _setDefaults(_copyExcluding(config, instanceDefaults), statics)); //static methods
_merge(Plugin.prototype, _merge(instanceDefaults, _copyExcluding(config, statics))); //instance methods
_plugins[Plugin.prop = name] = Plugin;
if (config.targetTest) {
_harnessPlugins.push(Plugin);
_reservedProps[name] = 1;
}
name = (name === "css" ? "CSS" : name.charAt(0).toUpperCase() + name.substr(1)) + "Plugin"; //for the global name. "motionPath" should become MotionPathPlugin
}
_addGlobal(name, Plugin);
config.register && config.register(gsap, Plugin, PropTween);
} else {
_registerPluginQueue.push(config);
}
},
/*
* --------------------------------------------------------------------------------------
* COLORS
* --------------------------------------------------------------------------------------
*/
_255 = 255,
_colorLookup = {
aqua: [0, _255, _255],
lime: [0, _255, 0],
silver: [192, 192, 192],
black: [0, 0, 0],
maroon: [128, 0, 0],
teal: [0, 128, 128],
blue: [0, 0, _255],
navy: [0, 0, 128],
white: [_255, _255, _255],
olive: [128, 128, 0],
yellow: [_255, _255, 0],
orange: [_255, 165, 0],
gray: [128, 128, 128],
purple: [128, 0, 128],
green: [0, 128, 0],
red: [_255, 0, 0],
pink: [_255, 192, 203],
cyan: [0, _255, _255],
transparent: [_255, _255, _255, 0]
},
// possible future idea to replace the hard-coded color name values - put this in the ticker.wake() where we set the _doc:
// let ctx = _doc.createElement("canvas").getContext("2d");
// _forEachName("aqua,lime,silver,black,maroon,teal,blue,navy,white,olive,yellow,orange,gray,purple,green,red,pink,cyan", color => {ctx.fillStyle = color; _colorLookup[color] = splitColor(ctx.fillStyle)});
_hue = function _hue(h, m1, m2) {
h += h < 0 ? 1 : h > 1 ? -1 : 0;
return (h * 6 < 1 ? m1 + (m2 - m1) * h * 6 : h < .5 ? m2 : h * 3 < 2 ? m1 + (m2 - m1) * (2 / 3 - h) * 6 : m1) * _255 + .5 | 0;
},
splitColor = function splitColor(v, toHSL, forceAlpha) {
var a = !v ? _colorLookup.black : _isNumber(v) ? [v >> 16, v >> 8 & _255, v & _255] : 0,
r,
g,
b,
h,
s,
l,
max,
min,
d,
wasHSL;
if (!a) {
if (v.substr(-1) === ",") {
//sometimes a trailing comma is included and we should chop it off (typically from a comma-delimited list of values like a textShadow:"2px 2px 2px blue, 5px 5px 5px rgb(255,0,0)" - in this example "blue," has a trailing comma. We could strip it out inside parseComplex() but we'd need to do it to the beginning and ending values plus it wouldn't provide protection from other potential scenarios like if the user passes in a similar value.
v = v.substr(0, v.length - 1);
}
if (_colorLookup[v]) {
a = _colorLookup[v];
} else if (v.charAt(0) === "#") {
if (v.length < 6) {
//for shorthand like #9F0 or #9F0F (could have alpha)
r = v.charAt(1);
g = v.charAt(2);
b = v.charAt(3);
v = "#" + r + r + g + g + b + b + (v.length === 5 ? v.charAt(4) + v.charAt(4) : "");
}
if (v.length === 9) {
// hex with alpha, like #fd5e53ff
a = parseInt(v.substr(1, 6), 16);
return [a >> 16, a >> 8 & _255, a & _255, parseInt(v.substr(7), 16) / 255];
}
v = parseInt(v.substr(1), 16);
a = [v >> 16, v >> 8 & _255, v & _255];
} else if (v.substr(0, 3) === "hsl") {
a = wasHSL = v.match(_strictNumExp);
if (!toHSL) {
h = +a[0] % 360 / 360;
s = +a[1] / 100;
l = +a[2] / 100;
g = l <= .5 ? l * (s + 1) : l + s - l * s;
r = l * 2 - g;
a.length > 3 && (a[3] *= 1); //cast as number
a[0] = _hue(h + 1 / 3, r, g);
a[1] = _hue(h, r, g);
a[2] = _hue(h - 1 / 3, r, g);
} else if (~v.indexOf("=")) {
//if relative values are found, just return the raw strings with the relative prefixes in place.
a = v.match(_numExp);
forceAlpha && a.length < 4 && (a[3] = 1);
return a;
}
} else {
a = v.match(_strictNumExp) || _colorLookup.transparent;
}
a = a.map(Number);
}
if (toHSL && !wasHSL) {
r = a[0] / _255;
g = a[1] / _255;
b = a[2] / _255;
max = Math.max(r, g, b);
min = Math.min(r, g, b);
l = (max + min) / 2;
if (max === min) {
h = s = 0;
} else {
d = max - min;
s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
h = max === r ? (g - b) / d + (g < b ? 6 : 0) : max === g ? (b - r) / d + 2 : (r - g) / d + 4;
h *= 60;
}
a[0] = ~~(h + .5);
a[1] = ~~(s * 100 + .5);
a[2] = ~~(l * 100 + .5);
}
forceAlpha && a.length < 4 && (a[3] = 1);
return a;
},
_colorOrderData = function _colorOrderData(v) {
// strips out the colors from the string, finds all the numeric slots (with units) and returns an array of those. The Array also has a "c" property which is an Array of the index values where the colors belong. This is to help work around issues where there's a mis-matched order of color/numeric data like drop-shadow(#f00 0px 1px 2px) and drop-shadow(0x 1px 2px #f00). This is basically a helper function used in _formatColors()
var values = [],
c = [],
i = -1;
v.split(_colorExp).forEach(function (v) {
var a = v.match(_numWithUnitExp) || [];
values.push.apply(values, a);
c.push(i += a.length + 1);
});
values.c = c;
return values;
},
_formatColors = function _formatColors(s, toHSL, orderMatchData) {
var result = "",
colors = (s + result).match(_colorExp),
type = toHSL ? "hsla(" : "rgba(",
i = 0,
c,
shell,
d,
l;
if (!colors) {
return s;
}
colors = colors.map(function (color) {
return (color = splitColor(color, toHSL, 1)) && type + (toHSL ? color[0] + "," + color[1] + "%," + color[2] + "%," + color[3] : color.join(",")) + ")";
});
if (orderMatchData) {
d = _colorOrderData(s);
c = orderMatchData.c;
if (c.join(result) !== d.c.join(result)) {
shell = s.replace(_colorExp, "1").split(_numWithUnitExp);
l = shell.length - 1;
for (; i < l; i++) {
result += shell[i] + (~c.indexOf(i) ? colors.shift() || type + "0,0,0,0)" : (d.length ? d : colors.length ? colors : orderMatchData).shift());
}
}
}
if (!shell) {
shell = s.split(_colorExp);
l = shell.length - 1;
for (; i < l; i++) {
result += shell[i] + colors[i];
}
}
return result + shell[l];
},
_colorExp = function () {
var s = "(?:\\b(?:(?:rgb|rgba|hsl|hsla)\\(.+?\\))|\\B#(?:[0-9a-f]{3,4}){1,2}\\b",
//we'll dynamically build this Regular Expression to conserve file size. After building it, it will be able to find rgb(), rgba(), # (hexadecimal), and named color values like red, blue, purple, etc.,
p;
for (p in _colorLookup) {
s += "|" + p + "\\b";
}
return new RegExp(s + ")", "gi");
}(),
_hslExp = /hsl[a]?\(/,
_colorStringFilter = function _colorStringFilter(a) {
var combined = a.join(" "),
toHSL;
_colorExp.lastIndex = 0;
if (_colorExp.test(combined)) {
toHSL = _hslExp.test(combined);
a[1] = _formatColors(a[1], toHSL);
a[0] = _formatColors(a[0], toHSL, _colorOrderData(a[1])); // make sure the order of numbers/colors match with the END value.
return true;
}
},
/*
* --------------------------------------------------------------------------------------
* TICKER
* --------------------------------------------------------------------------------------
*/
_tickerActive,
_ticker = function () {
var _getTime = Date.now,
_lagThreshold = 500,
_adjustedLag = 33,
_startTime = _getTime(),
_lastUpdate = _startTime,
_gap = 1000 / 240,
_nextTime = _gap,
_listeners = [],
_id,
_req,
_raf,
_self,
_delta,
_i,
_tick = function _tick(v) {
var elapsed = _getTime() - _lastUpdate,
manual = v === true,
overlap,
dispatch,
time,
frame;
(elapsed > _lagThreshold || elapsed < 0) && (_startTime += elapsed - _adjustedLag);
_lastUpdate += elapsed;
time = _lastUpdate - _startTime;
overlap = time - _nextTime;
if (overlap > 0 || manual) {
frame = ++_self.frame;
_delta = time - _self.time * 1000;
_self.time = time = time / 1000;
_nextTime += overlap + (overlap >= _gap ? 4 : _gap - overlap);
dispatch = 1;
}
manual || (_id = _req(_tick)); //make sure the request is made before we dispatch the "tick" event so that timing is maintained. Otherwise, if processing the "tick" requires a bunch of time (like 15ms) and we're using a setTimeout() that's based on 16.7ms, it'd technically take 31.7ms between frames otherwise.
if (dispatch) {
for (_i = 0; _i < _listeners.length; _i++) {
// use _i and check _listeners.length instead of a variable because a listener could get removed during the loop, and if that happens to an element less than the current index, it'd throw things off in the loop.
_listeners[_i](time, _delta, frame, v);
}
}
};
_self = {
time: 0,
frame: 0,
tick: function tick() {
_tick(true);
},
deltaRatio: function deltaRatio(fps) {
return _delta / (1000 / (fps || 60));
},
wake: function wake() {
if (_coreReady) {
if (!_coreInitted && _windowExists$1()) {
_win$1 = _coreInitted = window;
_doc$1 = _win$1.document || {};
_globals.gsap = gsap;
(_win$1.gsapVersions || (_win$1.gsapVersions = [])).push(gsap.version);
_install(_installScope || _win$1.GreenSockGlobals || !_win$1.gsap && _win$1 || {});
_registerPluginQueue.forEach(_createPlugin);
}
_raf = typeof requestAnimationFrame !== "undefined" && requestAnimationFrame;
_id && _self.sleep();
_req = _raf || function (f) {
return setTimeout(f, _nextTime - _self.time * 1000 + 1 | 0);
};
_tickerActive = 1;
_tick(2);
}
},
sleep: function sleep() {
(_raf ? cancelAnimationFrame : clearTimeout)(_id);
_tickerActive = 0;
_req = _emptyFunc;
},
lagSmoothing: function lagSmoothing(threshold, adjustedLag) {
_lagThreshold = threshold || Infinity; // zero should be interpreted as basically unlimited
_adjustedLag = Math.min(adjustedLag || 33, _lagThreshold);
},
fps: function fps(_fps) {
_gap = 1000 / (_fps || 240);
_nextTime = _self.time * 1000 + _gap;
},
add: function add(callback, once, prioritize) {
var func = once ? function (t, d, f, v) {
callback(t, d, f, v);
_self.remove(func);
} : callback;
_self.remove(callback);
_listeners[prioritize ? "unshift" : "push"](func);
_wake();
return func;
},
remove: function remove(callback, i) {
~(i = _listeners.indexOf(callback)) && _listeners.splice(i, 1) && _i >= i && _i--;
},
_listeners: _listeners
};
return _self;
}(),
_wake = function _wake() {
return !_tickerActive && _ticker.wake();
},
//also ensures the core classes are initialized.
/*
* -------------------------------------------------
* EASING
* -------------------------------------------------
*/
_easeMap = {},
_customEaseExp = /^[\d.\-M][\d.\-,\s]/,
_quotesExp = /["']/g,
_parseObjectInString = function _parseObjectInString(value) {
//takes a string like "{wiggles:10, type:anticipate})" and turns it into a real object. Notice it ends in ")" and includes the {} wrappers. This is because we only use this function for parsing ease configs and prioritized optimization rather than reusability.
var obj = {},
split = value.substr(1, value.length - 3).split(":"),
key = split[0],
i = 1,
l = split.length,
index,
val,
parsedVal;
for (; i < l; i++) {
val = split[i];
index = i !== l - 1 ? val.lastIndexOf(",") : val.length;
parsedVal = val.substr(0, index);
obj[key] = isNaN(parsedVal) ? parsedVal.replace(_quotesExp, "").trim() : +parsedVal;
key = val.substr(index + 1).trim();
}
return obj;
},
_valueInParentheses = function _valueInParentheses(value) {
var open = value.indexOf("(") + 1,
close = value.indexOf(")"),
nested = value.indexOf("(", open);
return value.substring(open, ~nested && nested < close ? value.indexOf(")", close + 1) : close);
},
_configEaseFromString = function _configEaseFromString(name) {
//name can be a string like "elastic.out(1,0.5)", and pass in _easeMap as obj and it'll parse it out and call the actual function like _easeMap.Elastic.easeOut.config(1,0.5). It will also parse custom ease strings as long as CustomEase is loaded and registered (internally as _easeMap._CE).
var split = (name + "").split("("),
ease = _easeMap[split[0]];
return ease && split.length > 1 && ease.config ? ease.config.apply(null, ~name.indexOf("{") ? [_parseObjectInString(split[1])] : _valueInParentheses(name).split(",").map(_numericIfPossible)) : _easeMap._CE && _customEaseExp.test(name) ? _easeMap._CE("", name) : ease;
},
_invertEase = function _invertEase(ease) {
return function (p) {
return 1 - ease(1 - p);
};
},
// allow yoyoEase to be set in children and have those affected when the parent/ancestor timeline yoyos.
_propagateYoyoEase = function _propagateYoyoEase(timeline, isYoyo) {
var child = timeline._first,
ease;
while (child) {
if (child instanceof Timeline) {
_propagateYoyoEase(child, isYoyo);
} else if (child.vars.yoyoEase && (!child._yoyo || !child._repeat) && child._yoyo !== isYoyo) {
if (child.timeline) {
_propagateYoyoEase(child.timeline, isYoyo);
} else {
ease = child._ease;
child._ease = child._yEase;
child._yEase = ease;
child._yoyo = isYoyo;
}
}
child = child._next;
}
},
_parseEase = function _parseEase(ease, defaultEase) {
return !ease ? defaultEase : (_isFunction(ease) ? ease : _easeMap[ease] || _configEaseFromString(ease)) || defaultEase;
},
_insertEase = function _insertEase(names, easeIn, easeOut, easeInOut) {
if (easeOut === void 0) {
easeOut = function easeOut(p) {
return 1 - easeIn(1 - p);
};
}
if (easeInOut === void 0) {
easeInOut = function easeInOut(p) {
return p < .5 ? easeIn(p * 2) / 2 : 1 - easeIn((1 - p) * 2) / 2;
};
}
var ease = {
easeIn: easeIn,
easeOut: easeOut,
easeInOut: easeInOut
},
lowercaseName;
_forEachName(names, function (name) {
_easeMap[name] = _globals[name] = ease;
_easeMap[lowercaseName = name.toLowerCase()] = easeOut;
for (var p in ease) {
_easeMap[lowercaseName + (p === "easeIn" ? ".in" : p === "easeOut" ? ".out" : ".inOut")] = _easeMap[name + "." + p] = ease[p];
}
});
return ease;
},
_easeInOutFromOut = function _easeInOutFromOut(easeOut) {
return function (p) {
return p < .5 ? (1 - easeOut(1 - p * 2)) / 2 : .5 + easeOut((p - .5) * 2) / 2;
};
},
_configElastic = function _configElastic(type, amplitude, period) {
var p1 = amplitude >= 1 ? amplitude : 1,
//note: if amplitude is < 1, we simply adjust the period for a more natural feel. Otherwise the math doesn't work right and the curve starts at 1.
p2 = (period || (type ? .3 : .45)) / (amplitude < 1 ? amplitude : 1),
p3 = p2 / _2PI * (Math.asin(1 / p1) || 0),
easeOut = function easeOut(p) {
return p === 1 ? 1 : p1 * Math.pow(2, -10 * p) * _sin((p - p3) * p2) + 1;
},
ease = type === "out" ? easeOut : type === "in" ? function (p) {
return 1 - easeOut(1 - p);
} : _easeInOutFromOut(easeOut);
p2 = _2PI / p2; //precalculate to optimize
ease.config = function (amplitude, period) {
return _configElastic(type, amplitude, period);
};
return ease;
},
_configBack = function _configBack(type, overshoot) {
if (overshoot === void 0) {
overshoot = 1.70158;
}
var easeOut = function easeOut(p) {
return p ? --p * p * ((overshoot + 1) * p + overshoot) + 1 : 0;
},
ease = type === "out" ? easeOut : type === "in" ? function (p) {
return 1 - easeOut(1 - p);
} : _easeInOutFromOut(easeOut);
ease.config = function (overshoot) {
return _configBack(type, overshoot);
};
return ease;
}; // a cheaper (kb and cpu) but more mild way to get a parameterized weighted ease by feeding in a value between -1 (easeIn) and 1 (easeOut) where 0 is linear.
// _weightedEase = ratio => {
// let y = 0.5 + ratio / 2;
// return p => (2 * (1 - p) * p * y + p * p);
// },
// a stronger (but more expensive kb/cpu) parameterized weighted ease that lets you feed in a value between -1 (easeIn) and 1 (easeOut) where 0 is linear.
// _weightedEaseStrong = ratio => {
// ratio = .5 + ratio / 2;
// let o = 1 / 3 * (ratio < .5 ? ratio : 1 - ratio),
// b = ratio - o,
// c = ratio + o;
// return p => p === 1 ? p : 3 * b * (1 - p) * (1 - p) * p + 3 * c * (1 - p) * p * p + p * p * p;
// };
_forEachName("Linear,Quad,Cubic,Quart,Quint,Strong", function (name, i) {
var power = i < 5 ? i + 1 : i;
_insertEase(name + ",Power" + (power - 1), i ? function (p) {
return Math.pow(p, power);
} : function (p) {
return p;
}, function (p) {
return 1 - Math.pow(1 - p, power);
}, function (p) {
return p < .5 ? Math.pow(p * 2, power) / 2 : 1 - Math.pow((1 - p) * 2, power) / 2;
});
});
_easeMap.Linear.easeNone = _easeMap.none = _easeMap.Linear.easeIn;
_insertEase("Elastic", _configElastic("in"), _configElastic("out"), _configElastic());
(function (n, c) {
var n1 = 1 / c,
n2 = 2 * n1,
n3 = 2.5 * n1,
easeOut = function easeOut(p) {
return p < n1 ? n * p * p : p < n2 ? n * Math.pow(p - 1.5 / c, 2) + .75 : p < n3 ? n * (p -= 2.25 / c) * p + .9375 : n * Math.pow(p - 2.625 / c, 2) + .984375;
};
_insertEase("Bounce", function (p) {
return 1 - easeOut(1 - p);
}, easeOut);
})(7.5625, 2.75);
_insertEase("Expo", function (p) {
return Math.pow(2, 10 * (p - 1)) * p + p * p * p * p * p * p * (1 - p);
}); // previously 2 ** (10 * (p - 1)) but that doesn't end up with the value quite at the right spot so we do a blended ease to ensure it lands where it should perfectly.
_insertEase("Circ", function (p) {
return -(_sqrt(1 - p * p) - 1);
});
_insertEase("Sine", function (p) {
return p === 1 ? 1 : -_cos(p * _HALF_PI) + 1;
});
_insertEase("Back", _configBack("in"), _configBack("out"), _configBack());
_easeMap.SteppedEase = _easeMap.steps = _globals.SteppedEase = {
config: function config(steps, immediateStart) {
if (steps === void 0) {
steps = 1;
}
var p1 = 1 / steps,
p2 = steps + (immediateStart ? 0 : 1),
p3 = immediateStart ? 1 : 0,
max = 1 - _tinyNum;
return function (p) {
return ((p2 * _clamp(0, max, p) | 0) + p3) * p1;
};
}
};
_defaults.ease = _easeMap["quad.out"];
_forEachName("onComplete,onUpdate,onStart,onRepeat,onReverseComplete,onInterrupt", function (name) {
return _callbackNames += name + "," + name + "Params,";
});
/*
* --------------------------------------------------------------------------------------
* CACHE
* --------------------------------------------------------------------------------------
*/
var GSCache = function GSCache(target, harness) {
this.id = _gsID++;
target._gsap = this;
this.target = target;
this.harness = harness;
this.get = harness ? harness.get : _getProperty;
this.set = harness ? harness.getSetter : _getSetter;
};
/*
* --------------------------------------------------------------------------------------
* ANIMATION
* --------------------------------------------------------------------------------------
*/
var Animation = /*#__PURE__*/function () {
function Animation(vars) {
this.vars = vars;
this._delay = +vars.delay || 0;
if (this._repeat = vars.repeat === Infinity ? -2 : vars.repeat || 0) {
// TODO: repeat: Infinity on a timeline's children must flag that timeline internally and affect its totalDuration, otherwise it'll stop in the negative direction when reaching the start.
this._rDelay = vars.repeatDelay || 0;
this._yoyo = !!vars.yoyo || !!vars.yoyoEase;
}
this._ts = 1;
_setDuration(this, +vars.duration, 1, 1);
this.data = vars.data;
if (_context) {
this._ctx = _context;
_context.data.push(this);
}
_tickerActive || _ticker.wake();
}
var _proto = Animation.prototype;
_proto.delay = function delay(value) {
if (value || value === 0) {
this.parent && this.parent.smoothChildTiming && this.startTime(this._start + value - this._delay);
this._delay = value;
return this;
}
return this._delay;
};
_proto.duration = function duration(value) {
return arguments.length ? this.totalDuration(this._repeat > 0 ? value + (value + this._rDelay) * this._repeat : value) : this.totalDuration() && this._dur;
};
_proto.totalDuration = function totalDuration(value) {
if (!arguments.length) {
return this._tDur;
}
this._dirty = 0;
return _setDuration(this, this._repeat < 0 ? value : (value - this._repeat * this._rDelay) / (this._repeat + 1));
};
_proto.totalTime = function totalTime(_totalTime, suppressEvents) {
_wake();
if (!arguments.length) {
return this._tTime;
}
var parent = this._dp;
if (parent && parent.smoothChildTiming && this._ts) {
_alignPlayhead(this, _totalTime);
!parent._dp || parent.parent || _postAddChecks(parent, this); // edge case: if this is a child of a timeline that already completed, for example, we must re-activate the parent.
//in case any of the ancestor timelines had completed but should now be enabled, we should reset their totalTime() which will also ensure that they're lined up properly and enabled. Skip for animations that are on the root (wasteful). Example: a TimelineLite.exportRoot() is performed when there's a paused tween on the root, the export will not complete until that tween is unpaused, but imagine a child gets restarted later, after all [unpaused] tweens have completed. The start of that child would get pushed out, but one of the ancestors may have completed.
while (parent && parent.parent) {
if (parent.parent._time !== parent._start + (parent._ts >= 0 ? parent._tTime / parent._ts : (parent.totalDuration() - parent._tTime) / -parent._ts)) {
parent.totalTime(parent._tTime, true);
}
parent = parent.parent;
}
if (!this.parent && this._dp.autoRemoveChildren && (this._ts > 0 && _totalTime < this._tDur || this._ts < 0 && _totalTime > 0 || !this._tDur && !_totalTime)) {
//if the animation doesn't have a parent, put it back into its last parent (recorded as _dp for exactly cases like this). Limit to parents with autoRemoveChildren (like globalTimeline) so that if the user manually removes an animation from a timeline and then alters its playhead, it doesn't get added back in.
_addToTimeline(this._dp, this, this._start - this._delay);
}
}
if (this._tTime !== _totalTime || !this._dur && !suppressEvents || this._initted && Math.abs(this._zTime) === _tinyNum || !_totalTime && !this._initted && (this.add || this._ptLookup)) {
// check for _ptLookup on a Tween instance to ensure it has actually finished being instantiated, otherwise if this.reverse() gets called in the Animation constructor, it could trigger a render() here even though the _targets weren't populated, thus when _init() is called there won't be any PropTweens (it'll act like the tween is non-functional)
this._ts || (this._pTime = _totalTime); // otherwise, if an animation is paused, then the playhead is moved back to zero, then resumed, it'd revert back to the original time at the pause
//if (!this._lock) { // avoid endless recursion (not sure we need this yet or if it's worth the performance hit)
// this._lock = 1;
_lazySafeRender(this, _totalTime, suppressEvents); // this._lock = 0;
//}
}
return this;
};
_proto.time = function time(value, suppressEvents) {
return arguments.length ? this.totalTime(Math.min(this.totalDuration(), value + _elapsedCycleDuration(this)) % (this._dur + this._rDelay) || (value ? this._dur : 0), suppressEvents) : this._time; // note: if the modulus results in 0, the playhead could be exactly at the end or the beginning, and we always defer to the END with a non-zero value, otherwise if you set the time() to the very end (duration()), it would render at the START!
};
_proto.totalProgress = function totalProgress(value, suppressEvents) {
return arguments.length ? this.totalTime(this.totalDuration() * value, suppressEvents) : this.totalDuration() ? Math.min(1, this._tTime / this._tDur) : this.rawTime() >= 0 && this._initted ? 1 : 0;
};
_proto.progress = function progress(value, suppressEvents) {
return arguments.length ? this.totalTime(this.duration() * (this._yoyo && !(this.iteration() & 1) ? 1 - value : value) + _elapsedCycleDuration(this), suppressEvents) : this.duration() ? Math.min(1, this._time / this._dur) : this.rawTime() > 0 ? 1 : 0;
};
_proto.iteration = function iteration(value, suppressEvents) {
var cycleDuration = this.duration() + this._rDelay;
return arguments.length ? this.totalTime(this._time + (value - 1) * cycleDuration, suppressEvents) : this._repeat ? _animationCycle(this._tTime, cycleDuration) + 1 : 1;
} // potential future addition:
// isPlayingBackwards() {
// let animation = this,
// orientation = 1; // 1 = forward, -1 = backward
// while (animation) {
// orientation *= animation.reversed() || (animation.repeat() && !(animation.iteration() & 1)) ? -1 : 1;
// animation = animation.parent;
// }
// return orientation < 0;
// }
;
_proto.timeScale = function timeScale(value, suppressEvents) {
if (!arguments.length) {
return this._rts === -1e-8 ? 0 : this._rts; // recorded timeScale. Special case: if someone calls reverse() on an animation with timeScale of 0, we assign it -_tinyNum to remember it's reversed.
}
if (this._rts === value) {
return this;
}
var tTime = this.parent && this._ts ? _parentToChildTotalTime(this.parent._time, this) : this._tTime; // make sure to do the parentToChildTotalTime() BEFORE setting the new _ts because the old one must be used in that calculation.
// future addition? Up side: fast and minimal file size. Down side: only works on this animation; if a timeline is reversed, for example, its childrens' onReverse wouldn't get called.
//(+value < 0 && this._rts >= 0) && _callback(this, "onReverse", true);
// prioritize rendering where the parent's playhead lines up instead of this._tTime because there could be a tween that's animating another tween's timeScale in the same rendering loop (same parent), thus if the timeScale tween renders first, it would alter _start BEFORE _tTime was set on that tick (in the rendering loop), effectively freezing it until the timeScale tween finishes.
this._rts = +value || 0;
this._ts = this._ps || value === -1e-8 ? 0 : this._rts; // _ts is the functional timeScale which would be 0 if the animation is paused.
this.totalTime(_clamp(-Math.abs(this._delay), this._tDur, tTime), suppressEvents !== false);
_setEnd(this); // if parent.smoothChildTiming was false, the end time didn't get updated in the _alignPlayhead() method, so do it here.
return _recacheAncestors(this);
};
_proto.paused = function paused(value) {
if (!arguments.length) {
return this._ps;
} // possible future addition - if an animation is removed from its parent and then .restart() or .play() or .resume() is called, perhaps we should force it back into the globalTimeline but be careful because what if it's already at its end? We don't want it to just persist forever and not get released for GC.
// !this.parent && !value && this._tTime < this._tDur && this !== _globalTimeline && _globalTimeline.add(this);
if (this._ps !== value) {
this._ps = value;
if (value) {
this._pTime = this._tTime || Math.max(-this._delay, this.rawTime()); // if the pause occurs during the delay phase, make sure that's factored in when resuming.
this._ts = this._act = 0; // _ts is the functional timeScale, so a paused tween would effectively have a timeScale of 0. We record the "real" timeScale as _rts (recorded time scale)
} else {
_wake();
this._ts = this._rts; //only defer to _pTime (pauseTime) if tTime is zero. Remember, someone could pause() an animation, then scrub the playhead and resume(). If the parent doesn't have smoothChildTiming, we render at the rawTime() because the startTime won't get updated.
this.totalTime(this.parent && !this.parent.smoothChildTiming ? this.rawTime() : this._tTime || this._pTime, this.progress() === 1 && Math.abs(this._zTime) !== _tinyNum && (this._tTime -= _tinyNum)); // edge case: animation.progress(1).pause().play() wouldn't render again because the playhead is already at the end, but the call to totalTime() below will add it back to its parent...and not remove it again (since removing only happens upon rendering at a new time). Offsetting the _tTime slightly is done simply to cause the final render in totalTime() that'll pop it off its timeline (if autoRemoveChildren is true, of course). Check to make sure _zTime isn't -_tinyNum to avoid an edge case where the playhead is pushed to the end but INSIDE a tween/callback, the timeline itself is paused thus halting rendering and leaving a few unrendered. When resuming, it wouldn't render those otherwise.
}
}
return this;
};
_proto.startTime = function startTime(value) {
if (arguments.length) {
this._start = value;
var parent = this.parent || this._dp;
parent && (parent._sort || !this.parent) && _addToTimeline(parent, this, value - this._delay);
return this;
}
return this._start;
};
_proto.endTime = function endTime(includeRepeats) {
return this._start + (_isNotFalse(includeRepeats) ? this.totalDuration() : this.duration()) / Math.abs(this._ts || 1);
};
_proto.rawTime = function rawTime(wrapRepeats) {
var parent = this.parent || this._dp; // _dp = detached parent
return !parent ? this._tTime : wrapRepeats && (!this._ts || this._repeat && this._time && this.totalProgress() < 1) ? this._tTime % (this._dur + this._rDelay) : !this._ts ? this._tTime : _parentToChildTotalTime(parent.rawTime(wrapRepeats), this);
};
_proto.revert = function revert(config) {
if (config === void 0) {
config = _revertConfig;
}
var prevIsReverting = _reverting$1;
_reverting$1 = config;
if (this._initted || this._startAt) {
this.timeline && this.timeline.revert(config);
this.totalTime(-0.01, config.suppressEvents);
}
this.data !== "nested" && config.kill !== false && this.kill();
_reverting$1 = prevIsReverting;
return this;
};
_proto.globalTime = function globalTime(rawTime) {
var animation = this,
time = arguments.length ? rawTime : animation.rawTime();
while (animation) {
time = animation._start + time / (Math.abs(animation._ts) || 1);
animation = animation._dp;
}
return !this.parent && this._sat ? this._sat.globalTime(rawTime) : time; // the _startAt tweens for .fromTo() and .from() that have immediateRender should always be FIRST in the timeline (important for context.revert()). "_sat" stands for _startAtTween, referring to the parent tween that created the _startAt. We must discern if that tween had immediateRender so that we can know whether or not to prioritize it in revert().
};
_proto.repeat = function repeat(value) {
if (arguments.length) {
this._repeat = value === Infinity ? -2 : value;
return _onUpdateTotalDuration(this);
}
return this._repeat === -2 ? Infinity : this._repeat;
};
_proto.repeatDelay = function repeatDelay(value) {
if (arguments.length) {
var time = this._time;
this._rDelay = value;
_onUpdateTotalDuration(this);
return time ? this.time(time) : this;
}
return this._rDelay;
};
_proto.yoyo = function yoyo(value) {
if (arguments.length) {
this._yoyo = value;
return this;
}
return this._yoyo;
};
_proto.seek = function seek(position, suppressEvents) {
return this.totalTime(_parsePosition(this, position), _isNotFalse(suppressEvents));
};
_proto.restart = function restart(includeDelay, suppressEvents) {
this.play().totalTime(includeDelay ? -this._delay : 0, _isNotFalse(suppressEvents));
this._dur || (this._zTime = -1e-8); // ensures onComplete fires on a zero-duration animation that gets restarted.
return this;
};
_proto.play = function play(from, suppressEvents) {
from != null && this.seek(from, suppressEvents);
return this.reversed(false).paused(false);
};
_proto.reverse = function reverse(from, suppressEvents) {
from != null && this.seek(from || this.totalDuration(), suppressEvents);
return this.reversed(true).paused(false);
};
_proto.pause = function pause(atTime, suppressEvents) {
atTime != null && this.seek(atTime, suppressEvents);
return this.paused(true);
};
_proto.resume = function resume() {
return this.paused(false);
};
_proto.reversed = function reversed(value) {
if (arguments.length) {
!!value !== this.reversed() && this.timeScale(-this._rts || (value ? -1e-8 : 0)); // in case timeScale is zero, reversing would have no effect so we use _tinyNum.
return this;
}
return this._rts < 0;
};
_proto.invalidate = function invalidate() {
this._initted = this._act = 0;
this._zTime = -1e-8;
return this;
};
_proto.isActive = function isActive() {
var parent = this.parent || this._dp,
start = this._start,
rawTime;
return !!(!parent || this._ts && this._initted && parent.isActive() && (rawTime = parent.rawTime(true)) >= start && rawTime < this.endTime(true) - _tinyNum);
};
_proto.eventCallback = function eventCallback(type, callback, params) {
var vars = this.vars;
if (arguments.length > 1) {
if (!callback) {
delete vars[type];
} else {
vars[type] = callback;
params && (vars[type + "Params"] = params);
type === "onUpdate" && (this._onUpdate = callback);
}
return this;
}
return vars[type];
};
_proto.then = function then(onFulfilled) {
var self = this;
return new Promise(function (resolve) {
var f = _isFunction(onFulfilled) ? onFulfilled : _passThrough,
_resolve = function _resolve() {
var _then = self.then;
self.then = null; // temporarily null the then() method to avoid an infinite loop (see https://github.com/greensock/GSAP/issues/322)
_isFunction(f) && (f = f(self)) && (f.then || f === self) && (self.then = _then);
resolve(f);
self.then = _then;
};
if (self._initted && self.totalProgress() === 1 && self._ts >= 0 || !self._tTime && self._ts < 0) {
_resolve();
} else {
self._prom = _resolve;
}
});
};
_proto.kill = function kill() {
_interrupt(this);
};
return Animation;
}();
_setDefaults(Animation.prototype, {
_time: 0,
_start: 0,
_end: 0,
_tTime: 0,
_tDur: 0,
_dirty: 0,
_repeat: 0,
_yoyo: false,
parent: null,
_initted: false,
_rDelay: 0,
_ts: 1,
_dp: 0,
ratio: 0,
_zTime: -1e-8,
_prom: 0,
_ps: false,
_rts: 1
});
/*
* -------------------------------------------------
* TIMELINE
* -------------------------------------------------
*/
var Timeline = /*#__PURE__*/function (_Animation) {
_inheritsLoose(Timeline, _Animation);
function Timeline(vars, position) {
var _this;
if (vars === void 0) {
vars = {};
}
_this = _Animation.call(this, vars) || this;
_this.labels = {};
_this.smoothChildTiming = !!vars.smoothChildTiming;
_this.autoRemoveChildren = !!vars.autoRemoveChildren;
_this._sort = _isNotFalse(vars.sortChildren);
_globalTimeline && _addToTimeline(vars.parent || _globalTimeline, _assertThisInitialized(_this), position);
vars.reversed && _this.reverse();
vars.paused && _this.paused(true);
vars.scrollTrigger && _scrollTrigger(_assertThisInitialized(_this), vars.scrollTrigger);
return _this;
}
var _proto2 = Timeline.prototype;
_proto2.to = function to(targets, vars, position) {
_createTweenType(0, arguments, this);
return this;
};
_proto2.from = function from(targets, vars, position) {
_createTweenType(1, arguments, this);
return this;
};
_proto2.fromTo = function fromTo(targets, fromVars, toVars, position) {
_createTweenType(2, arguments, this);
return this;
};
_proto2.set = function set(targets, vars, position) {
vars.duration = 0;
vars.parent = this;
_inheritDefaults(vars).repeatDelay || (vars.repeat = 0);
vars.immediateRender = !!vars.immediateRender;
new Tween(targets, vars, _parsePosition(this, position), 1);
return this;
};
_proto2.call = function call(callback, params, position) {
return _addToTimeline(this, Tween.delayedCall(0, callback, params), position);
} //ONLY for backward compatibility! Maybe delete?
;
_proto2.staggerTo = function staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams) {
vars.duration = duration;
vars.stagger = vars.stagger || stagger;
vars.onComplete = onCompleteAll;
vars.onCompleteParams = onCompleteAllParams;
vars.parent = this;
new Tween(targets, vars, _parsePosition(this, position));
return this;
};
_proto2.staggerFrom = function staggerFrom(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams) {
vars.runBackwards = 1;
_inheritDefaults(vars).immediateRender = _isNotFalse(vars.immediateRender);
return this.staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams);
};
_proto2.staggerFromTo = function staggerFromTo(targets, duration, fromVars, toVars, stagger, position, onCompleteAll, onCompleteAllParams) {
toVars.startAt = fromVars;
_inheritDefaults(toVars).immediateRender = _isNotFalse(toVars.immediateRender);
return this.staggerTo(targets, duration, toVars, stagger, position, onCompleteAll, onCompleteAllParams);
};
_proto2.render = function render(totalTime, suppressEvents, force) {
var prevTime = this._time,
tDur = this._dirty ? this.totalDuration() : this._tDur,
dur = this._dur,
tTime = totalTime <= 0 ? 0 : _roundPrecise(totalTime),
// if a paused timeline is resumed (or its _start is updated for another reason...which rounds it), that could result in the playhead shifting a **tiny** amount and a zero-duration child at that spot may get rendered at a different ratio, like its totalTime in render() may be 1e-17 instead of 0, for example.
crossingStart = this._zTime < 0 !== totalTime < 0 && (this._initted || !dur),
time,
child,
next,
iteration,
cycleDuration,
prevPaused,
pauseTween,
timeScale,
prevStart,
prevIteration,
yoyo,
isYoyo;
this !== _globalTimeline && tTime > tDur && totalTime >= 0 && (tTime = tDur);
if (tTime !== this._tTime || force || crossingStart) {
if (prevTime !== this._time && dur) {
//if totalDuration() finds a child with a negative startTime and smoothChildTiming is true, things get shifted around internally so we need to adjust the time accordingly. For example, if a tween starts at -30 we must shift EVERYTHING forward 30 seconds and move this timeline's startTime backward by 30 seconds so that things align with the playhead (no jump).
tTime += this._time - prevTime;
totalTime += this._time - prevTime;
}
time = tTime;
prevStart = this._start;
timeScale = this._ts;
prevPaused = !timeScale;
if (crossingStart) {
dur || (prevTime = this._zTime); //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect.
(totalTime || !suppressEvents) && (this._zTime = totalTime);
}
if (this._repeat) {
//adjust the time for repeats and yoyos
yoyo = this._yoyo;
cycleDuration = dur + this._rDelay;
if (this._repeat < -1 && totalTime < 0) {
return this.totalTime(cycleDuration * 100 + totalTime, suppressEvents, force);
}
time = _roundPrecise(tTime % cycleDuration); //round to avoid floating point errors. (4 % 0.8 should be 0 but some browsers report it as 0.79999999!)
if (tTime === tDur) {
// the tDur === tTime is for edge cases where there's a lengthy decimal on the duration and it may reach the very end but the time is rendered as not-quite-there (remember, tDur is rounded to 4 decimals whereas dur isn't)
iteration = this._repeat;
time = dur;
} else {
prevIteration = _roundPrecise(tTime / cycleDuration); // full decimal version of iterations, not the previous iteration (we're reusing prevIteration variable for efficiency)
iteration = ~~prevIteration;
if (iteration && iteration === prevIteration) {
time = dur;
iteration--;
}
time > dur && (time = dur);
}
prevIteration = _animationCycle(this._tTime, cycleDuration);
!prevTime && this._tTime && prevIteration !== iteration && this._tTime - prevIteration * cycleDuration - this._dur <= 0 && (prevIteration = iteration); // edge case - if someone does addPause() at the very beginning of a repeating timeline, that pause is technically at the same spot as the end which causes this._time to get set to 0 when the totalTime would normally place the playhead at the end. See https://gsap.com/forums/topic/23823-closing-nav-animation-not-working-on-ie-and-iphone-6-maybe-other-older-browser/?tab=comments#comment-113005 also, this._tTime - prevIteration * cycleDuration - this._dur <= 0 just checks to make sure it wasn't previously in the "repeatDelay" portion
if (yoyo && iteration & 1) {
time = dur - time;
isYoyo = 1;
}
/*
make sure children at the end/beginning of the timeline are rendered properly. If, for example,
a 3-second long timeline rendered at 2.9 seconds previously, and now renders at 3.2 seconds (which
would get translated to 2.8 seconds if the timeline yoyos or 0.2 seconds if it just repeats), there
could be a callback or a short tween that's at 2.95 or 3 seconds in which wouldn't render. So
we need to push the timeline to the end (and/or beginning depending on its yoyo value). Also we must
ensure that zero-duration tweens at the very beginning or end of the Timeline work.
*/
if (iteration !== prevIteration && !this._lock) {
var rewinding = yoyo && prevIteration & 1,
doesWrap = rewinding === (yoyo && iteration & 1);
iteration < prevIteration && (rewinding = !rewinding);
prevTime = rewinding ? 0 : tTime % dur ? dur : tTime; // if the playhead is landing exactly at the end of an iteration, use that totalTime rather than only the duration, otherwise it'll skip the 2nd render since it's effectively at the same time.
this._lock = 1;
this.render(prevTime || (isYoyo ? 0 : _roundPrecise(iteration * cycleDuration)), suppressEvents, !dur)._lock = 0;
this._tTime = tTime; // if a user gets the iteration() inside the onRepeat, for example, it should be accurate.
!suppressEvents && this.parent && _callback(this, "onRepeat");
this.vars.repeatRefresh && !isYoyo && (this.invalidate()._lock = 1);
if (prevTime && prevTime !== this._time || prevPaused !== !this._ts || this.vars.onRepeat && !this.parent && !this._act) {
// if prevTime is 0 and we render at the very end, _time will be the end, thus won't match. So in this edge case, prevTime won't match _time but that's okay. If it gets killed in the onRepeat, eject as well.
return this;
}
dur = this._dur; // in case the duration changed in the onRepeat
tDur = this._tDur;
if (doesWrap) {
this._lock = 2;
prevTime = rewinding ? dur : -1e-4;
this.render(prevTime, true);
this.vars.repeatRefresh && !isYoyo && this.invalidate();
}
this._lock = 0;
if (!this._ts && !prevPaused) {
return this;
} //in order for yoyoEase to work properly when there's a stagger, we must swap out the ease in each sub-tween.
_propagateYoyoEase(this, isYoyo);
}
}
if (this._hasPause && !this._forcing && this._lock < 2) {
pauseTween = _findNextPauseTween(this, _roundPrecise(prevTime), _roundPrecise(time));
if (pauseTween) {
tTime -= time - (time = pauseTween._start);
}
}
this._tTime = tTime;
this._time = time;
this._act = !timeScale; //as long as it's not paused, force it to be active so that if the user renders independent of the parent timeline, it'll be forced to re-render on the next tick.
if (!this._initted) {
this._onUpdate = this.vars.onUpdate;
this._initted = 1;
this._zTime = totalTime;
prevTime = 0; // upon init, the playhead should always go forward; someone could invalidate() a completed timeline and then if they restart(), that would make child tweens render in reverse order which could lock in the wrong starting values if they build on each other, like tl.to(obj, {x: 100}).to(obj, {x: 0}).
}
if (!prevTime && time && !suppressEvents && !iteration) {
_callback(this, "onStart");
if (this._tTime !== tTime) {
// in case the onStart triggered a render at a different spot, eject. Like if someone did animation.pause(0.5) or something inside the onStart.
return this;
}
}
if (time >= prevTime && totalTime >= 0) {
child = this._first;
while (child) {
next = child._next;
if ((child._act || time >= child._start) && child._ts && pauseTween !== child) {
if (child.parent !== this) {
// an extreme edge case - the child's render could do something like kill() the "next" one in the linked list, or reparent it. In that case we must re-initiate the whole render to be safe.
return this.render(totalTime, suppressEvents, force);
}
child.render(child._ts > 0 ? (time - child._start) * child._ts : (child._dirty ? child.totalDuration() : child._tDur) + (time - child._start) * child._ts, suppressEvents, force);
if (time !== this._time || !this._ts && !prevPaused) {
//in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete
pauseTween = 0;
next && (tTime += this._zTime = -1e-8); // it didn't finish rendering, so flag zTime as negative so that the next time render() is called it'll be forced (to render any remaining children)
break;
}
}
child = next;
}
} else {
child = this._last;
var adjustedTime = totalTime < 0 ? totalTime : time; //when the playhead goes backward beyond the start of this timeline, we must pass that information down to the child animations so that zero-duration tweens know whether to render their starting or ending values.
while (child) {
next = child._prev;
if ((child._act || adjustedTime <= child._end) && child._ts && pauseTween !== child) {
if (child.parent !== this) {
// an extreme edge case - the child's render could do something like kill() the "next" one in the linked list, or reparent it. In that case we must re-initiate the whole render to be safe.
return this.render(totalTime, suppressEvents, force);
}
child.render(child._ts > 0 ? (adjustedTime - child._start) * child._ts : (child._dirty ? child.totalDuration() : child._tDur) + (adjustedTime - child._start) * child._ts, suppressEvents, force || _reverting$1 && (child._initted || child._startAt)); // if reverting, we should always force renders of initted tweens (but remember that .fromTo() or .from() may have a _startAt but not _initted yet). If, for example, a .fromTo() tween with a stagger (which creates an internal timeline) gets reverted BEFORE some of its child tweens render for the first time, it may not properly trigger them to revert.
if (time !== this._time || !this._ts && !prevPaused) {
//in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete
pauseTween = 0;
next && (tTime += this._zTime = adjustedTime ? -1e-8 : _tinyNum); // it didn't finish rendering, so adjust zTime so that so that the next time render() is called it'll be forced (to render any remaining children)
break;
}
}
child = next;
}
}
if (pauseTween && !suppressEvents) {
this.pause();
pauseTween.render(time >= prevTime ? 0 : -1e-8)._zTime = time >= prevTime ? 1 : -1;
if (this._ts) {
//the callback resumed playback! So since we may have held back the playhead due to where the pause is positioned, go ahead and jump to where it's SUPPOSED to be (if no pause happened).
this._start = prevStart; //if the pause was at an earlier time and the user resumed in the callback, it could reposition the timeline (changing its startTime), throwing things off slightly, so we make sure the _start doesn't shift.
_setEnd(this);
return this.render(totalTime, suppressEvents, force);
}
}
this._onUpdate && !suppressEvents && _callback(this, "onUpdate", true);
if (tTime === tDur && this._tTime >= this.totalDuration() || !tTime && prevTime) if (prevStart === this._start || Math.abs(timeScale) !== Math.abs(this._ts)) if (!this._lock) {
// remember, a child's callback may alter this timeline's playhead or timeScale which is why we need to add some of these checks.
(totalTime || !dur) && (tTime === tDur && this._ts > 0 || !tTime && this._ts < 0) && _removeFromParent(this, 1); // don't remove if the timeline is reversed and the playhead isn't at 0, otherwise tl.progress(1).reverse() won't work. Only remove if the playhead is at the end and timeScale is positive, or if the playhead is at 0 and the timeScale is negative.
if (!suppressEvents && !(totalTime < 0 && !prevTime) && (tTime || prevTime || !tDur)) {
_callback(this, tTime === tDur && totalTime >= 0 ? "onComplete" : "onReverseComplete", true);
this._prom && !(tTime < tDur && this.timeScale() > 0) && this._prom();
}
}
}
return this;
};
_proto2.add = function add(child, position) {
var _this2 = this;
_isNumber(position) || (position = _parsePosition(this, position, child));
if (!(child instanceof Animation)) {
if (_isArray(child)) {
child.forEach(function (obj) {
return _this2.add(obj, position);
});
return this;
}
if (_isString(child)) {
return this.addLabel(child, position);
}
if (_isFunction(child)) {
child = Tween.delayedCall(0, child);
} else {
return this;
}
}
return this !== child ? _addToTimeline(this, child, position) : this; //don't allow a timeline to be added to itself as a child!
};
_proto2.getChildren = function getChildren(nested, tweens, timelines, ignoreBeforeTime) {
if (nested === void 0) {
nested = true;
}
if (tweens === void 0) {
tweens = true;
}
if (timelines === void 0) {
timelines = true;
}
if (ignoreBeforeTime === void 0) {
ignoreBeforeTime = -1e8;
}
var a = [],
child = this._first;
while (child) {
if (child._start >= ignoreBeforeTime) {
if (child instanceof Tween) {
tweens && a.push(child);
} else {
timelines && a.push(child);
nested && a.push.apply(a, child.getChildren(true, tweens, timelines));
}
}
child = child._next;
}
return a;
};
_proto2.getById = function getById(id) {
var animations = this.getChildren(1, 1, 1),
i = animations.length;
while (i--) {
if (animations[i].vars.id === id) {
return animations[i];
}
}
};
_proto2.remove = function remove(child) {
if (_isString(child)) {
return this.removeLabel(child);
}
if (_isFunction(child)) {
return this.killTweensOf(child);
}
child.parent === this && _removeLinkedListItem(this, child);
if (child === this._recent) {
this._recent = this._last;
}
return _uncache(this);
};
_proto2.totalTime = function totalTime(_totalTime2, suppressEvents) {
if (!arguments.length) {
return this._tTime;
}
this._forcing = 1;
if (!this._dp && this._ts) {
//special case for the global timeline (or any other that has no parent or detached parent).
this._start = _roundPrecise(_ticker.time - (this._ts > 0 ? _totalTime2 / this._ts : (this.totalDuration() - _totalTime2) / -this._ts));
}
_Animation.prototype.totalTime.call(this, _totalTime2, suppressEvents);
this._forcing = 0;
return this;
};
_proto2.addLabel = function addLabel(label, position) {
this.labels[label] = _parsePosition(this, position);
return this;
};
_proto2.removeLabel = function removeLabel(label) {
delete this.labels[label];
return this;
};
_proto2.addPause = function addPause(position, callback, params) {
var t = Tween.delayedCall(0, callback || _emptyFunc, params);
t.data = "isPause";
this._hasPause = 1;
return _addToTimeline(this, t, _parsePosition(this, position));
};
_proto2.removePause = function removePause(position) {
var child = this._first;
position = _parsePosition(this, position);
while (child) {
if (child._start === position && child.data === "isPause") {
_removeFromParent(child);
}
child = child._next;
}
};
_proto2.killTweensOf = function killTweensOf(targets, props, onlyActive) {
var tweens = this.getTweensOf(targets, onlyActive),
i = tweens.length;
while (i--) {
_overwritingTween !== tweens[i] && tweens[i].kill(targets, props);
}
return this;
};
_proto2.getTweensOf = function getTweensOf(targets, onlyActive) {
var a = [],
parsedTargets = toArray(targets),
child = this._first,
isGlobalTime = _isNumber(onlyActive),
// a number is interpreted as a global time. If the animation spans
children;
while (child) {
if (child instanceof Tween) {
if (_arrayContainsAny(child._targets, parsedTargets) && (isGlobalTime ? (!_overwritingTween || child._initted && child._ts) && child.globalTime(0) <= onlyActive && child.globalTime(child.totalDuration()) > onlyActive : !onlyActive || child.isActive())) {
// note: if this is for overwriting, it should only be for tweens that aren't paused and are initted.
a.push(child);
}
} else if ((children = child.getTweensOf(parsedTargets, onlyActive)).length) {
a.push.apply(a, children);
}
child = child._next;
}
return a;
} // potential future feature - targets() on timelines
// targets() {
// let result = [];
// this.getChildren(true, true, false).forEach(t => result.push(...t.targets()));
// return result.filter((v, i) => result.indexOf(v) === i);
// }
;
_proto2.tweenTo = function tweenTo(position, vars) {
vars = vars || {};
var tl = this,
endTime = _parsePosition(tl, position),
_vars = vars,
startAt = _vars.startAt,
_onStart = _vars.onStart,
onStartParams = _vars.onStartParams,
immediateRender = _vars.immediateRender,
initted,
tween = Tween.to(tl, _setDefaults({
ease: vars.ease || "none",
lazy: false,
immediateRender: false,
time: endTime,
overwrite: "auto",
duration: vars.duration || Math.abs((endTime - (startAt && "time" in startAt ? startAt.time : tl._time)) / tl.timeScale()) || _tinyNum,
onStart: function onStart() {
tl.pause();
if (!initted) {
var duration = vars.duration || Math.abs((endTime - (startAt && "time" in startAt ? startAt.time : tl._time)) / tl.timeScale());
tween._dur !== duration && _setDuration(tween, duration, 0, 1).render(tween._time, true, true);
initted = 1;
}
_onStart && _onStart.apply(tween, onStartParams || []); //in case the user had an onStart in the vars - we don't want to overwrite it.
}
}, vars));
return immediateRender ? tween.render(0) : tween;
};
_proto2.tweenFromTo = function tweenFromTo(fromPosition, toPosition, vars) {
return this.tweenTo(toPosition, _setDefaults({
startAt: {
time: _parsePosition(this, fromPosition)
}
}, vars));
};
_proto2.recent = function recent() {
return this._recent;
};
_proto2.nextLabel = function nextLabel(afterTime) {
if (afterTime === void 0) {
afterTime = this._time;
}
return _getLabelInDirection(this, _parsePosition(this, afterTime));
};
_proto2.previousLabel = function previousLabel(beforeTime) {
if (beforeTime === void 0) {
beforeTime = this._time;
}
return _getLabelInDirection(this, _parsePosition(this, beforeTime), 1);
};
_proto2.currentLabel = function currentLabel(value) {
return arguments.length ? this.seek(value, true) : this.previousLabel(this._time + _tinyNum);
};
_proto2.shiftChildren = function shiftChildren(amount, adjustLabels, ignoreBeforeTime) {
if (ignoreBeforeTime === void 0) {
ignoreBeforeTime = 0;
}
var child = this._first,
labels = this.labels,
p;
while (child) {
if (child._start >= ignoreBeforeTime) {
child._start += amount;
child._end += amount;
}
child = child._next;
}
if (adjustLabels) {
for (p in labels) {
if (labels[p] >= ignoreBeforeTime) {
labels[p] += amount;
}
}
}
return _uncache(this);
};
_proto2.invalidate = function invalidate(soft) {
var child = this._first;
this._lock = 0;
while (child) {
child.invalidate(soft);
child = child._next;
}
return _Animation.prototype.invalidate.call(this, soft);
};
_proto2.clear = function clear(includeLabels) {
if (includeLabels === void 0) {
includeLabels = true;
}
var child = this._first,
next;
while (child) {
next = child._next;
this.remove(child);
child = next;
}
this._dp && (this._time = this._tTime = this._pTime = 0);
includeLabels && (this.labels = {});
return _uncache(this);
};
_proto2.totalDuration = function totalDuration(value) {
var max = 0,
self = this,
child = self._last,
prevStart = _bigNum$1,
prev,
start,
parent;
if (arguments.length) {
return self.timeScale((self._repeat < 0 ? self.duration() : self.totalDuration()) / (self.reversed() ? -value : value));
}
if (self._dirty) {
parent = self.parent;
while (child) {
prev = child._prev; //record it here in case the tween changes position in the sequence...
child._dirty && child.totalDuration(); //could change the tween._startTime, so make sure the animation's cache is clean before analyzing it.
start = child._start;
if (start > prevStart && self._sort && child._ts && !self._lock) {
//in case one of the tweens shifted out of order, it needs to be re-inserted into the correct position in the sequence
self._lock = 1; //prevent endless recursive calls - there are methods that get triggered that check duration/totalDuration when we add().
_addToTimeline(self, child, start - child._delay, 1)._lock = 0;
} else {
prevStart = start;
}
if (start < 0 && child._ts) {
//children aren't allowed to have negative startTimes unless smoothChildTiming is true, so adjust here if one is found.
max -= start;
if (!parent && !self._dp || parent && parent.smoothChildTiming) {
self._start += start / self._ts;
self._time -= start;
self._tTime -= start;
}
self.shiftChildren(-start, false, -Infinity);
prevStart = 0;
}
child._end > max && child._ts && (max = child._end);
child = prev;
}
_setDuration(self, self === _globalTimeline && self._time > max ? self._time : max, 1, 1);
self._dirty = 0;
}
return self._tDur;
};
Timeline.updateRoot = function updateRoot(time) {
if (_globalTimeline._ts) {
_lazySafeRender(_globalTimeline, _parentToChildTotalTime(time, _globalTimeline));
_lastRenderedFrame = _ticker.frame;
}
if (_ticker.frame >= _nextGCFrame) {
_nextGCFrame += _config.autoSleep || 120;
var child = _globalTimeline._first;
if (!child || !child._ts) if (_config.autoSleep && _ticker._listeners.length < 2) {
while (child && !child._ts) {
child = child._next;
}
child || _ticker.sleep();
}
}
};
return Timeline;
}(Animation);
_setDefaults(Timeline.prototype, {
_lock: 0,
_hasPause: 0,
_forcing: 0
});
var _addComplexStringPropTween = function _addComplexStringPropTween(target, prop, start, end, setter, stringFilter, funcParam) {
//note: we call _addComplexStringPropTween.call(tweenInstance...) to ensure that it's scoped properly. We may call it from within a plugin too, thus "this" would refer to the plugin.
var pt = new PropTween(this._pt, target, prop, 0, 1, _renderComplexString, null, setter),
index = 0,
matchIndex = 0,
result,
startNums,
color,
endNum,
chunk,
startNum,
hasRandom,
a;
pt.b = start;
pt.e = end;
start += ""; //ensure values are strings
end += "";
if (hasRandom = ~end.indexOf("random(")) {
end = _replaceRandom(end);
}
if (stringFilter) {
a = [start, end];
stringFilter(a, target, prop); //pass an array with the starting and ending values and let the filter do whatever it needs to the values.
start = a[0];
end = a[1];
}
startNums = start.match(_complexStringNumExp) || [];
while (result = _complexStringNumExp.exec(end)) {
endNum = result[0];
chunk = end.substring(index, result.index);
if (color) {
color = (color + 1) % 5;
} else if (chunk.substr(-5) === "rgba(") {
color = 1;
}
if (endNum !== startNums[matchIndex++]) {
startNum = parseFloat(startNums[matchIndex - 1]) || 0; //these nested PropTweens are handled in a special way - we'll never actually call a render or setter method on them. We'll just loop through them in the parent complex string PropTween's render method.
pt._pt = {
_next: pt._pt,
p: chunk || matchIndex === 1 ? chunk : ",",
//note: SVG spec allows omission of comma/space when a negative sign is wedged between two numbers, like 2.5-5.3 instead of 2.5,-5.3 but when tweening, the negative value may switch to positive, so we insert the comma just in case.
s: startNum,
c: endNum.charAt(1) === "=" ? _parseRelative(startNum, endNum) - startNum : parseFloat(endNum) - startNum,
m: color && color < 4 ? Math.round : 0
};
index = _complexStringNumExp.lastIndex;
}
}
pt.c = index < end.length ? end.substring(index, end.length) : ""; //we use the "c" of the PropTween to store the final part of the string (after the last number)
pt.fp = funcParam;
if (_relExp.test(end) || hasRandom) {
pt.e = 0; //if the end string contains relative values or dynamic random(...) values, delete the end it so that on the final render we don't actually set it to the string with += or -= characters (forces it to use the calculated value).
}
this._pt = pt; //start the linked list with this new PropTween. Remember, we call _addComplexStringPropTween.call(tweenInstance...) to ensure that it's scoped properly. We may call it from within a plugin too, thus "this" would refer to the plugin.
return pt;
},
_addPropTween = function _addPropTween(target, prop, start, end, index, targets, modifier, stringFilter, funcParam, optional) {
_isFunction(end) && (end = end(index || 0, target, targets));
var currentValue = target[prop],
parsedStart = start !== "get" ? start : !_isFunction(currentValue) ? currentValue : funcParam ? target[prop.indexOf("set") || !_isFunction(target["get" + prop.substr(3)]) ? prop : "get" + prop.substr(3)](funcParam) : target[prop](),
setter = !_isFunction(currentValue) ? _setterPlain : funcParam ? _setterFuncWithParam : _setterFunc,
pt;
if (_isString(end)) {
if (~end.indexOf("random(")) {
end = _replaceRandom(end);
}
if (end.charAt(1) === "=") {
pt = _parseRelative(parsedStart, end) + (getUnit(parsedStart) || 0);
if (pt || pt === 0) {
// to avoid isNaN, like if someone passes in a value like "!= whatever"
end = pt;
}
}
}
if (!optional || parsedStart !== end || _forceAllPropTweens) {
if (!isNaN(parsedStart * end) && end !== "") {
// fun fact: any number multiplied by "" is evaluated as the number 0!
pt = new PropTween(this._pt, target, prop, +parsedStart || 0, end - (parsedStart || 0), typeof currentValue === "boolean" ? _renderBoolean : _renderPlain, 0, setter);
funcParam && (pt.fp = funcParam);
modifier && pt.modifier(modifier, this, target);
return this._pt = pt;
}
!currentValue && !(prop in target) && _missingPlugin(prop, end);
return _addComplexStringPropTween.call(this, target, prop, parsedStart, end, setter, stringFilter || _config.stringFilter, funcParam);
}
},
//creates a copy of the vars object and processes any function-based values (putting the resulting values directly into the copy) as well as strings with "random()" in them. It does NOT process relative values.
_processVars = function _processVars(vars, index, target, targets, tween) {
_isFunction(vars) && (vars = _parseFuncOrString(vars, tween, index, target, targets));
if (!_isObject(vars) || vars.style && vars.nodeType || _isArray(vars) || _isTypedArray(vars)) {
return _isString(vars) ? _parseFuncOrString(vars, tween, index, target, targets) : vars;
}
var copy = {},
p;
for (p in vars) {
copy[p] = _parseFuncOrString(vars[p], tween, index, target, targets);
}
return copy;
},
_checkPlugin = function _checkPlugin(property, vars, tween, index, target, targets) {
var plugin, pt, ptLookup, i;
if (_plugins[property] && (plugin = new _plugins[property]()).init(target, plugin.rawVars ? vars[property] : _processVars(vars[property], index, target, targets, tween), tween, index, targets) !== false) {
tween._pt = pt = new PropTween(tween._pt, target, property, 0, 1, plugin.render, plugin, 0, plugin.priority);
if (tween !== _quickTween) {
ptLookup = tween._ptLookup[tween._targets.indexOf(target)]; //note: we can't use tween._ptLookup[index] because for staggered tweens, the index from the fullTargets array won't match what it is in each individual tween that spawns from the stagger.
i = plugin._props.length;
while (i--) {
ptLookup[plugin._props[i]] = pt;
}
}
}
return plugin;
},
_overwritingTween,
//store a reference temporarily so we can avoid overwriting itself.
_forceAllPropTweens,
_initTween = function _initTween(tween, time, tTime) {
var vars = tween.vars,
ease = vars.ease,
startAt = vars.startAt,
immediateRender = vars.immediateRender,
lazy = vars.lazy,
onUpdate = vars.onUpdate,
runBackwards = vars.runBackwards,
yoyoEase = vars.yoyoEase,
keyframes = vars.keyframes,
autoRevert = vars.autoRevert,
dur = tween._dur,
prevStartAt = tween._startAt,
targets = tween._targets,
parent = tween.parent,
fullTargets = parent && parent.data === "nested" ? parent.vars.targets : targets,
autoOverwrite = tween._overwrite === "auto" && !_suppressOverwrites,
tl = tween.timeline,
cleanVars,
i,
p,
pt,
target,
hasPriority,
gsData,
harness,
plugin,
ptLookup,
index,
harnessVars,
overwritten;
tl && (!keyframes || !ease) && (ease = "none");
tween._ease = _parseEase(ease, _defaults.ease);
tween._yEase = yoyoEase ? _invertEase(_parseEase(yoyoEase === true ? ease : yoyoEase, _defaults.ease)) : 0;
if (yoyoEase && tween._yoyo && !tween._repeat) {
//there must have been a parent timeline with yoyo:true that is currently in its yoyo phase, so flip the eases.
yoyoEase = tween._yEase;
tween._yEase = tween._ease;
tween._ease = yoyoEase;
}
tween._from = !tl && !!vars.runBackwards; //nested timelines should never run backwards - the backwards-ness is in the child tweens.
if (!tl || keyframes && !vars.stagger) {
//if there's an internal timeline, skip all the parsing because we passed that task down the chain.
harness = targets[0] ? _getCache(targets[0]).harness : 0;
harnessVars = harness && vars[harness.prop]; //someone may need to specify CSS-specific values AND non-CSS values, like if the element has an "x" property plus it's a standard DOM element. We allow people to distinguish by wrapping plugin-specific stuff in a css:{} object for example.
cleanVars = _copyExcluding(vars, _reservedProps);
if (prevStartAt) {
prevStartAt._zTime < 0 && prevStartAt.progress(1); // in case it's a lazy startAt that hasn't rendered yet.
time < 0 && runBackwards && immediateRender && !autoRevert ? prevStartAt.render(-1, true) : prevStartAt.revert(runBackwards && dur ? _revertConfigNoKill : _startAtRevertConfig); // if it's a "startAt" (not "from()" or runBackwards: true), we only need to do a shallow revert (keep transforms cached in CSSPlugin)
// don't just _removeFromParent(prevStartAt.render(-1, true)) because that'll leave inline styles. We're creating a new _startAt for "startAt" tweens that re-capture things to ensure that if the pre-tween values changed since the tween was created, they're recorded.
prevStartAt._lazy = 0;
}
if (startAt) {
_removeFromParent(tween._startAt = Tween.set(targets, _setDefaults({
data: "isStart",
overwrite: false,
parent: parent,
immediateRender: true,
lazy: !prevStartAt && _isNotFalse(lazy),
startAt: null,
delay: 0,
onUpdate: onUpdate && function () {
return _callback(tween, "onUpdate");
},
stagger: 0
}, startAt))); //copy the properties/values into a new object to avoid collisions, like var to = {x:0}, from = {x:500}; timeline.fromTo(e, from, to).fromTo(e, to, from);
tween._startAt._dp = 0; // don't allow it to get put back into root timeline! Like when revert() is called and totalTime() gets set.
tween._startAt._sat = tween; // used in globalTime(). _sat stands for _startAtTween
time < 0 && (_reverting$1 || !immediateRender && !autoRevert) && tween._startAt.revert(_revertConfigNoKill); // rare edge case, like if a render is forced in the negative direction of a non-initted tween.
if (immediateRender) {
if (dur && time <= 0 && tTime <= 0) {
// check tTime here because in the case of a yoyo tween whose playhead gets pushed to the end like tween.progress(1), we should allow it through so that the onComplete gets fired properly.
time && (tween._zTime = time);
return; //we skip initialization here so that overwriting doesn't occur until the tween actually begins. Otherwise, if you create several immediateRender:true tweens of the same target/properties to drop into a Timeline, the last one created would overwrite the first ones because they didn't get placed into the timeline yet before the first render occurs and kicks in overwriting.
}
}
} else if (runBackwards && dur) {
//from() tweens must be handled uniquely: their beginning values must be rendered but we don't want overwriting to occur yet (when time is still 0). Wait until the tween actually begins before doing all the routines like overwriting. At that time, we should render at the END of the tween to ensure that things initialize correctly (remember, from() tweens go backwards)
if (!prevStartAt) {
time && (immediateRender = false); //in rare cases (like if a from() tween runs and then is invalidate()-ed), immediateRender could be true but the initial forced-render gets skipped, so there's no need to force the render in this context when the _time is greater than 0
p = _setDefaults({
overwrite: false,
data: "isFromStart",
//we tag the tween with as "isFromStart" so that if [inside a plugin] we need to only do something at the very END of a tween, we have a way of identifying this tween as merely the one that's setting the beginning values for a "from()" tween. For example, clearProps in CSSPlugin should only get applied at the very END of a tween and without this tag, from(...{height:100, clearProps:"height", delay:1}) would wipe the height at the beginning of the tween and after 1 second, it'd kick back in.
lazy: immediateRender && !prevStartAt && _isNotFalse(lazy),
immediateRender: immediateRender,
//zero-duration tweens render immediately by default, but if we're not specifically instructed to render this tween immediately, we should skip this and merely _init() to record the starting values (rendering them immediately would push them to completion which is wasteful in that case - we'd have to render(-1) immediately after)
stagger: 0,
parent: parent //ensures that nested tweens that had a stagger are handled properly, like gsap.from(".class", {y: gsap.utils.wrap([-100,100]), stagger: 0.5})
}, cleanVars);
harnessVars && (p[harness.prop] = harnessVars); // in case someone does something like .from(..., {css:{}})
_removeFromParent(tween._startAt = Tween.set(targets, p));
tween._startAt._dp = 0; // don't allow it to get put back into root timeline!
tween._startAt._sat = tween; // used in globalTime()
time < 0 && (_reverting$1 ? tween._startAt.revert(_revertConfigNoKill) : tween._startAt.render(-1, true));
tween._zTime = time;
if (!immediateRender) {
_initTween(tween._startAt, _tinyNum, _tinyNum); //ensures that the initial values are recorded
} else if (!time) {
return;
}
}
}
tween._pt = tween._ptCache = 0;
lazy = dur && _isNotFalse(lazy) || lazy && !dur;
for (i = 0; i < targets.length; i++) {
target = targets[i];
gsData = target._gsap || _harness(targets)[i]._gsap;
tween._ptLookup[i] = ptLookup = {};
_lazyLookup[gsData.id] && _lazyTweens.length && _lazyRender(); //if other tweens of the same target have recently initted but haven't rendered yet, we've got to force the render so that the starting values are correct (imagine populating a timeline with a bunch of sequential tweens and then jumping to the end)
index = fullTargets === targets ? i : fullTargets.indexOf(target);
if (harness && (plugin = new harness()).init(target, harnessVars || cleanVars, tween, index, fullTargets) !== false) {
tween._pt = pt = new PropTween(tween._pt, target, plugin.name, 0, 1, plugin.render, plugin, 0, plugin.priority);
plugin._props.forEach(function (name) {
ptLookup[name] = pt;
});
plugin.priority && (hasPriority = 1);
}
if (!harness || harnessVars) {
for (p in cleanVars) {
if (_plugins[p] && (plugin = _checkPlugin(p, cleanVars, tween, index, target, fullTargets))) {
plugin.priority && (hasPriority = 1);
} else {
ptLookup[p] = pt = _addPropTween.call(tween, target, p, "get", cleanVars[p], index, fullTargets, 0, vars.stringFilter);
}
}
}
tween._op && tween._op[i] && tween.kill(target, tween._op[i]);
if (autoOverwrite && tween._pt) {
_overwritingTween = tween;
_globalTimeline.killTweensOf(target, ptLookup, tween.globalTime(time)); // make sure the overwriting doesn't overwrite THIS tween!!!
overwritten = !tween.parent;
_overwritingTween = 0;
}
tween._pt && lazy && (_lazyLookup[gsData.id] = 1);
}
hasPriority && _sortPropTweensByPriority(tween);
tween._onInit && tween._onInit(tween); //plugins like RoundProps must wait until ALL of the PropTweens are instantiated. In the plugin's init() function, it sets the _onInit on the tween instance. May not be pretty/intuitive, but it's fast and keeps file size down.
}
tween._onUpdate = onUpdate;
tween._initted = (!tween._op || tween._pt) && !overwritten; // if overwrittenProps resulted in the entire tween being killed, do NOT flag it as initted or else it may render for one tick.
keyframes && time <= 0 && tl.render(_bigNum$1, true, true); // if there's a 0% keyframe, it'll render in the "before" state for any staggered/delayed animations thus when the following tween initializes, it'll use the "before" state instead of the "after" state as the initial values.
},
_updatePropTweens = function _updatePropTweens(tween, property, value, start, startIsRelative, ratio, time, skipRecursion) {
var ptCache = (tween._pt && tween._ptCache || (tween._ptCache = {}))[property],
pt,
rootPT,
lookup,
i;
if (!ptCache) {
ptCache = tween._ptCache[property] = [];
lookup = tween._ptLookup;
i = tween._targets.length;
while (i--) {
pt = lookup[i][property];
if (pt && pt.d && pt.d._pt) {
// it's a plugin, so find the nested PropTween
pt = pt.d._pt;
while (pt && pt.p !== property && pt.fp !== property) {
// "fp" is functionParam for things like setting CSS variables which require .setProperty("--var-name", value)
pt = pt._next;
}
}
if (!pt) {
// there is no PropTween associated with that property, so we must FORCE one to be created and ditch out of this
// if the tween has other properties that already rendered at new positions, we'd normally have to rewind to put them back like tween.render(0, true) before forcing an _initTween(), but that can create another edge case like tweening a timeline's progress would trigger onUpdates to fire which could move other things around. It's better to just inform users that .resetTo() should ONLY be used for tweens that already have that property. For example, you can't gsap.to(...{ y: 0 }) and then tween.restTo("x", 200) for example.
_forceAllPropTweens = 1; // otherwise, when we _addPropTween() and it finds no change between the start and end values, it skips creating a PropTween (for efficiency...why tween when there's no difference?) but in this case we NEED that PropTween created so we can edit it.
tween.vars[property] = "+=0";
_initTween(tween, time);
_forceAllPropTweens = 0;
return skipRecursion ? _warn(property + " not eligible for reset") : 1; // if someone tries to do a quickTo() on a special property like borderRadius which must get split into 4 different properties, that's not eligible for .resetTo().
}
ptCache.push(pt);
}
}
i = ptCache.length;
while (i--) {
rootPT = ptCache[i];
pt = rootPT._pt || rootPT; // complex values may have nested PropTweens. We only accommodate the FIRST value.
pt.s = (start || start === 0) && !startIsRelative ? start : pt.s + (start || 0) + ratio * pt.c;
pt.c = value - pt.s;
rootPT.e && (rootPT.e = _round(value) + getUnit(rootPT.e)); // mainly for CSSPlugin (end value)
rootPT.b && (rootPT.b = pt.s + getUnit(rootPT.b)); // (beginning value)
}
},
_addAliasesToVars = function _addAliasesToVars(targets, vars) {
var harness = targets[0] ? _getCache(targets[0]).harness : 0,
propertyAliases = harness && harness.aliases,
copy,
p,
i,
aliases;
if (!propertyAliases) {
return vars;
}
copy = _merge({}, vars);
for (p in propertyAliases) {
if (p in copy) {
aliases = propertyAliases[p].split(",");
i = aliases.length;
while (i--) {
copy[aliases[i]] = copy[p];
}
}
}
return copy;
},
// parses multiple formats, like {"0%": {x: 100}, {"50%": {x: -20}} and { x: {"0%": 100, "50%": -20} }, and an "ease" can be set on any object. We populate an "allProps" object with an Array for each property, like {x: [{}, {}], y:[{}, {}]} with data for each property tween. The objects have a "t" (time), "v", (value), and "e" (ease) property. This allows us to piece together a timeline later.
_parseKeyframe = function _parseKeyframe(prop, obj, allProps, easeEach) {
var ease = obj.ease || easeEach || "power1.inOut",
p,
a;
if (_isArray(obj)) {
a = allProps[prop] || (allProps[prop] = []); // t = time (out of 100), v = value, e = ease
obj.forEach(function (value, i) {
return a.push({
t: i / (obj.length - 1) * 100,
v: value,
e: ease
});
});
} else {
for (p in obj) {
a = allProps[p] || (allProps[p] = []);
p === "ease" || a.push({
t: parseFloat(prop),
v: obj[p],
e: ease
});
}
}
},
_parseFuncOrString = function _parseFuncOrString(value, tween, i, target, targets) {
return _isFunction(value) ? value.call(tween, i, target, targets) : _isString(value) && ~value.indexOf("random(") ? _replaceRandom(value) : value;
},
_staggerTweenProps = _callbackNames + "repeat,repeatDelay,yoyo,repeatRefresh,yoyoEase,autoRevert",
_staggerPropsToSkip = {};
_forEachName(_staggerTweenProps + ",id,stagger,delay,duration,paused,scrollTrigger", function (name) {
return _staggerPropsToSkip[name] = 1;
});
/*
* --------------------------------------------------------------------------------------
* TWEEN
* --------------------------------------------------------------------------------------
*/
var Tween = /*#__PURE__*/function (_Animation2) {
_inheritsLoose(Tween, _Animation2);
function Tween(targets, vars, position, skipInherit) {
var _this3;
if (typeof vars === "number") {
position.duration = vars;
vars = position;
position = null;
}
_this3 = _Animation2.call(this, skipInherit ? vars : _inheritDefaults(vars)) || this;
var _this3$vars = _this3.vars,
duration = _this3$vars.duration,
delay = _this3$vars.delay,
immediateRender = _this3$vars.immediateRender,
stagger = _this3$vars.stagger,
overwrite = _this3$vars.overwrite,
keyframes = _this3$vars.keyframes,
defaults = _this3$vars.defaults,
scrollTrigger = _this3$vars.scrollTrigger,
yoyoEase = _this3$vars.yoyoEase,
parent = vars.parent || _globalTimeline,
parsedTargets = (_isArray(targets) || _isTypedArray(targets) ? _isNumber(targets[0]) : "length" in vars) ? [targets] : toArray(targets),
tl,
i,
copy,
l,
p,
curTarget,
staggerFunc,
staggerVarsToMerge;
_this3._targets = parsedTargets.length ? _harness(parsedTargets) : _warn("GSAP target " + targets + " not found. https://gsap.com", !_config.nullTargetWarn) || [];
_this3._ptLookup = []; //PropTween lookup. An array containing an object for each target, having keys for each tweening property
_this3._overwrite = overwrite;
if (keyframes || stagger || _isFuncOrString(duration) || _isFuncOrString(delay)) {
vars = _this3.vars;
tl = _this3.timeline = new Timeline({
data: "nested",
defaults: defaults || {},
targets: parent && parent.data === "nested" ? parent.vars.targets : parsedTargets
}); // we need to store the targets because for staggers and keyframes, we end up creating an individual tween for each but function-based values need to know the index and the whole Array of targets.
tl.kill();
tl.parent = tl._dp = _assertThisInitialized(_this3);
tl._start = 0;
if (stagger || _isFuncOrString(duration) || _isFuncOrString(delay)) {
l = parsedTargets.length;
staggerFunc = stagger && distribute(stagger);
if (_isObject(stagger)) {
//users can pass in callbacks like onStart/onComplete in the stagger object. These should fire with each individual tween.
for (p in stagger) {
if (~_staggerTweenProps.indexOf(p)) {
staggerVarsToMerge || (staggerVarsToMerge = {});
staggerVarsToMerge[p] = stagger[p];
}
}
}
for (i = 0; i < l; i++) {
copy = _copyExcluding(vars, _staggerPropsToSkip);
copy.stagger = 0;
yoyoEase && (copy.yoyoEase = yoyoEase);
staggerVarsToMerge && _merge(copy, staggerVarsToMerge);
curTarget = parsedTargets[i]; //don't just copy duration or delay because if they're a string or function, we'd end up in an infinite loop because _isFuncOrString() would evaluate as true in the child tweens, entering this loop, etc. So we parse the value straight from vars and default to 0.
copy.duration = +_parseFuncOrString(duration, _assertThisInitialized(_this3), i, curTarget, parsedTargets);
copy.delay = (+_parseFuncOrString(delay, _assertThisInitialized(_this3), i, curTarget, parsedTargets) || 0) - _this3._delay;
if (!stagger && l === 1 && copy.delay) {
// if someone does delay:"random(1, 5)", repeat:-1, for example, the delay shouldn't be inside the repeat.
_this3._delay = delay = copy.delay;
_this3._start += delay;
copy.delay = 0;
}
tl.to(curTarget, copy, staggerFunc ? staggerFunc(i, curTarget, parsedTargets) : 0);
tl._ease = _easeMap.none;
}
tl.duration() ? duration = delay = 0 : _this3.timeline = 0; // if the timeline's duration is 0, we don't need a timeline internally!
} else if (keyframes) {
_inheritDefaults(_setDefaults(tl.vars.defaults, {
ease: "none"
}));
tl._ease = _parseEase(keyframes.ease || vars.ease || "none");
var time = 0,
a,
kf,
v;
if (_isArray(keyframes)) {
keyframes.forEach(function (frame) {
return tl.to(parsedTargets, frame, ">");
});
tl.duration(); // to ensure tl._dur is cached because we tap into it for performance purposes in the render() method.
} else {
copy = {};
for (p in keyframes) {
p === "ease" || p === "easeEach" || _parseKeyframe(p, keyframes[p], copy, keyframes.easeEach);
}
for (p in copy) {
a = copy[p].sort(function (a, b) {
return a.t - b.t;
});
time = 0;
for (i = 0; i < a.length; i++) {
kf = a[i];
v = {
ease: kf.e,
duration: (kf.t - (i ? a[i - 1].t : 0)) / 100 * duration
};
v[p] = kf.v;
tl.to(parsedTargets, v, time);
time += v.duration;
}
}
tl.duration() < duration && tl.to({}, {
duration: duration - tl.duration()
}); // in case keyframes didn't go to 100%
}
}
duration || _this3.duration(duration = tl.duration());
} else {
_this3.timeline = 0; //speed optimization, faster lookups (no going up the prototype chain)
}
if (overwrite === true && !_suppressOverwrites) {
_overwritingTween = _assertThisInitialized(_this3);
_globalTimeline.killTweensOf(parsedTargets);
_overwritingTween = 0;
}
_addToTimeline(parent, _assertThisInitialized(_this3), position);
vars.reversed && _this3.reverse();
vars.paused && _this3.paused(true);
if (immediateRender || !duration && !keyframes && _this3._start === _roundPrecise(parent._time) && _isNotFalse(immediateRender) && _hasNoPausedAncestors(_assertThisInitialized(_this3)) && parent.data !== "nested") {
_this3._tTime = -1e-8; //forces a render without having to set the render() "force" parameter to true because we want to allow lazying by default (using the "force" parameter always forces an immediate full render)
_this3.render(Math.max(0, -delay) || 0); //in case delay is negative
}
scrollTrigger && _scrollTrigger(_assertThisInitialized(_this3), scrollTrigger);
return _this3;
}
var _proto3 = Tween.prototype;
_proto3.render = function render(totalTime, suppressEvents, force) {
var prevTime = this._time,
tDur = this._tDur,
dur = this._dur,
isNegative = totalTime < 0,
tTime = totalTime > tDur - _tinyNum && !isNegative ? tDur : totalTime < _tinyNum ? 0 : totalTime,
time,
pt,
iteration,
cycleDuration,
prevIteration,
isYoyo,
ratio,
timeline,
yoyoEase;
if (!dur) {
_renderZeroDurationTween(this, totalTime, suppressEvents, force);
} else if (tTime !== this._tTime || !totalTime || force || !this._initted && this._tTime || this._startAt && this._zTime < 0 !== isNegative || this._lazy) {
// this senses if we're crossing over the start time, in which case we must record _zTime and force the render, but we do it in this lengthy conditional way for performance reasons (usually we can skip the calculations): this._initted && (this._zTime < 0) !== (totalTime < 0)
time = tTime;
timeline = this.timeline;
if (this._repeat) {
//adjust the time for repeats and yoyos
cycleDuration = dur + this._rDelay;
if (this._repeat < -1 && isNegative) {
return this.totalTime(cycleDuration * 100 + totalTime, suppressEvents, force);
}
time = _roundPrecise(tTime % cycleDuration); //round to avoid floating point errors. (4 % 0.8 should be 0 but some browsers report it as 0.79999999!)
if (tTime === tDur) {
// the tDur === tTime is for edge cases where there's a lengthy decimal on the duration and it may reach the very end but the time is rendered as not-quite-there (remember, tDur is rounded to 4 decimals whereas dur isn't)
iteration = this._repeat;
time = dur;
} else {
prevIteration = _roundPrecise(tTime / cycleDuration); // full decimal version of iterations, not the previous iteration (we're reusing prevIteration variable for efficiency)
iteration = ~~prevIteration;
if (iteration && iteration === prevIteration) {
time = dur;
iteration--;
} else if (time > dur) {
time = dur;
}
}
isYoyo = this._yoyo && iteration & 1;
if (isYoyo) {
yoyoEase = this._yEase;
time = dur - time;
}
prevIteration = _animationCycle(this._tTime, cycleDuration);
if (time === prevTime && !force && this._initted && iteration === prevIteration) {
//could be during the repeatDelay part. No need to render and fire callbacks.
this._tTime = tTime;
return this;
}
if (iteration !== prevIteration) {
timeline && this._yEase && _propagateYoyoEase(timeline, isYoyo); //repeatRefresh functionality
if (this.vars.repeatRefresh && !isYoyo && !this._lock && time !== cycleDuration && this._initted) {
// this._time will === cycleDuration when we render at EXACTLY the end of an iteration. Without this condition, it'd often do the repeatRefresh render TWICE (again on the very next tick).
this._lock = force = 1; //force, otherwise if lazy is true, the _attemptInitTween() will return and we'll jump out and get caught bouncing on each tick.
this.render(_roundPrecise(cycleDuration * iteration), true).invalidate()._lock = 0;
}
}
}
if (!this._initted) {
if (_attemptInitTween(this, isNegative ? totalTime : time, force, suppressEvents, tTime)) {
this._tTime = 0; // in constructor if immediateRender is true, we set _tTime to -_tinyNum to have the playhead cross the starting point but we can't leave _tTime as a negative number.
return this;
}
if (prevTime !== this._time && !(force && this.vars.repeatRefresh && iteration !== prevIteration)) {
// rare edge case - during initialization, an onUpdate in the _startAt (.fromTo()) might force this tween to render at a different spot in which case we should ditch this render() call so that it doesn't revert the values. But we also don't want to dump if we're doing a repeatRefresh render!
return this;
}
if (dur !== this._dur) {
// while initting, a plugin like InertiaPlugin might alter the duration, so rerun from the start to ensure everything renders as it should.
return this.render(totalTime, suppressEvents, force);
}
}
this._tTime = tTime;
this._time = time;
if (!this._act && this._ts) {
this._act = 1; //as long as it's not paused, force it to be active so that if the user renders independent of the parent timeline, it'll be forced to re-render on the next tick.
this._lazy = 0;
}
this.ratio = ratio = (yoyoEase || this._ease)(time / dur);
if (this._from) {
this.ratio = ratio = 1 - ratio;
}
if (time && !prevTime && !suppressEvents && !iteration) {
_callback(this, "onStart");
if (this._tTime !== tTime) {
// in case the onStart triggered a render at a different spot, eject. Like if someone did animation.pause(0.5) or something inside the onStart.
return this;
}
}
pt = this._pt;
while (pt) {
pt.r(ratio, pt.d);
pt = pt._next;
}
timeline && timeline.render(totalTime < 0 ? totalTime : timeline._dur * timeline._ease(time / this._dur), suppressEvents, force) || this._startAt && (this._zTime = totalTime);
if (this._onUpdate && !suppressEvents) {
isNegative && _rewindStartAt(this, totalTime, suppressEvents, force); //note: for performance reasons, we tuck this conditional logic inside less traveled areas (most tweens don't have an onUpdate). We'd just have it at the end before the onComplete, but the values should be updated before any onUpdate is called, so we ALSO put it here and then if it's not called, we do so later near the onComplete.
_callback(this, "onUpdate");
}
this._repeat && iteration !== prevIteration && this.vars.onRepeat && !suppressEvents && this.parent && _callback(this, "onRepeat");
if ((tTime === this._tDur || !tTime) && this._tTime === tTime) {
isNegative && !this._onUpdate && _rewindStartAt(this, totalTime, true, true);
(totalTime || !dur) && (tTime === this._tDur && this._ts > 0 || !tTime && this._ts < 0) && _removeFromParent(this, 1); // don't remove if we're rendering at exactly a time of 0, as there could be autoRevert values that should get set on the next tick (if the playhead goes backward beyond the startTime, negative totalTime). Don't remove if the timeline is reversed and the playhead isn't at 0, otherwise tl.progress(1).reverse() won't work. Only remove if the playhead is at the end and timeScale is positive, or if the playhead is at 0 and the timeScale is negative.
if (!suppressEvents && !(isNegative && !prevTime) && (tTime || prevTime || isYoyo)) {
// if prevTime and tTime are zero, we shouldn't fire the onReverseComplete. This could happen if you gsap.to(... {paused:true}).play();
_callback(this, tTime === tDur ? "onComplete" : "onReverseComplete", true);
this._prom && !(tTime < tDur && this.timeScale() > 0) && this._prom();
}
}
}
return this;
};
_proto3.targets = function targets() {
return this._targets;
};
_proto3.invalidate = function invalidate(soft) {
// "soft" gives us a way to clear out everything EXCEPT the recorded pre-"from" portion of from() tweens. Otherwise, for example, if you tween.progress(1).render(0, true true).invalidate(), the "from" values would persist and then on the next render, the from() tweens would initialize and the current value would match the "from" values, thus animate from the same value to the same value (no animation). We tap into this in ScrollTrigger's refresh() where we must push a tween to completion and then back again but honor its init state in case the tween is dependent on another tween further up on the page.
(!soft || !this.vars.runBackwards) && (this._startAt = 0);
this._pt = this._op = this._onUpdate = this._lazy = this.ratio = 0;
this._ptLookup = [];
this.timeline && this.timeline.invalidate(soft);
return _Animation2.prototype.invalidate.call(this, soft);
};
_proto3.resetTo = function resetTo(property, value, start, startIsRelative, skipRecursion) {
_tickerActive || _ticker.wake();
this._ts || this.play();
var time = Math.min(this._dur, (this._dp._time - this._start) * this._ts),
ratio;
this._initted || _initTween(this, time);
ratio = this._ease(time / this._dur); // don't just get tween.ratio because it may not have rendered yet.
// possible future addition to allow an object with multiple values to update, like tween.resetTo({x: 100, y: 200}); At this point, it doesn't seem worth the added kb given the fact that most users will likely opt for the convenient gsap.quickTo() way of interacting with this method.
// if (_isObject(property)) { // performance optimization
// for (p in property) {
// if (_updatePropTweens(this, p, property[p], value ? value[p] : null, start, ratio, time)) {
// return this.resetTo(property, value, start, startIsRelative); // if a PropTween wasn't found for the property, it'll get forced with a re-initialization so we need to jump out and start over again.
// }
// }
// } else {
if (_updatePropTweens(this, property, value, start, startIsRelative, ratio, time, skipRecursion)) {
return this.resetTo(property, value, start, startIsRelative, 1); // if a PropTween wasn't found for the property, it'll get forced with a re-initialization so we need to jump out and start over again.
} //}
_alignPlayhead(this, 0);
this.parent || _addLinkedListItem(this._dp, this, "_first", "_last", this._dp._sort ? "_start" : 0);
return this.render(0);
};
_proto3.kill = function kill(targets, vars) {
if (vars === void 0) {
vars = "all";
}
if (!targets && (!vars || vars === "all")) {
this._lazy = this._pt = 0;
this.parent ? _interrupt(this) : this.scrollTrigger && this.scrollTrigger.kill(!!_reverting$1);
return this;
}
if (this.timeline) {
var tDur = this.timeline.totalDuration();
this.timeline.killTweensOf(targets, vars, _overwritingTween && _overwritingTween.vars.overwrite !== true)._first || _interrupt(this); // if nothing is left tweening, interrupt.
this.parent && tDur !== this.timeline.totalDuration() && _setDuration(this, this._dur * this.timeline._tDur / tDur, 0, 1); // if a nested tween is killed that changes the duration, it should affect this tween's duration. We must use the ratio, though, because sometimes the internal timeline is stretched like for keyframes where they don't all add up to whatever the parent tween's duration was set to.
return this;
}
var parsedTargets = this._targets,
killingTargets = targets ? toArray(targets) : parsedTargets,
propTweenLookup = this._ptLookup,
firstPT = this._pt,
overwrittenProps,
curLookup,
curOverwriteProps,
props,
p,
pt,
i;
if ((!vars || vars === "all") && _arraysMatch(parsedTargets, killingTargets)) {
vars === "all" && (this._pt = 0);
return _interrupt(this);
}
overwrittenProps = this._op = this._op || [];
if (vars !== "all") {
//so people can pass in a comma-delimited list of property names
if (_isString(vars)) {
p = {};
_forEachName(vars, function (name) {
return p[name] = 1;
});
vars = p;
}
vars = _addAliasesToVars(parsedTargets, vars);
}
i = parsedTargets.length;
while (i--) {
if (~killingTargets.indexOf(parsedTargets[i])) {
curLookup = propTweenLookup[i];
if (vars === "all") {
overwrittenProps[i] = vars;
props = curLookup;
curOverwriteProps = {};
} else {
curOverwriteProps = overwrittenProps[i] = overwrittenProps[i] || {};
props = vars;
}
for (p in props) {
pt = curLookup && curLookup[p];
if (pt) {
if (!("kill" in pt.d) || pt.d.kill(p) === true) {
_removeLinkedListItem(this, pt, "_pt");
}
delete curLookup[p];
}
if (curOverwriteProps !== "all") {
curOverwriteProps[p] = 1;
}
}
}
}
this._initted && !this._pt && firstPT && _interrupt(this); //if all tweening properties are killed, kill the tween. Without this line, if there's a tween with multiple targets and then you killTweensOf() each target individually, the tween would technically still remain active and fire its onComplete even though there aren't any more properties tweening.
return this;
};
Tween.to = function to(targets, vars) {
return new Tween(targets, vars, arguments[2]);
};
Tween.from = function from(targets, vars) {
return _createTweenType(1, arguments);
};
Tween.delayedCall = function delayedCall(delay, callback, params, scope) {
return new Tween(callback, 0, {
immediateRender: false,
lazy: false,
overwrite: false,
delay: delay,
onComplete: callback,
onReverseComplete: callback,
onCompleteParams: params,
onReverseCompleteParams: params,
callbackScope: scope
}); // we must use onReverseComplete too for things like timeline.add(() => {...}) which should be triggered in BOTH directions (forward and reverse)
};
Tween.fromTo = function fromTo(targets, fromVars, toVars) {
return _createTweenType(2, arguments);
};
Tween.set = function set(targets, vars) {
vars.duration = 0;
vars.repeatDelay || (vars.repeat = 0);
return new Tween(targets, vars);
};
Tween.killTweensOf = function killTweensOf(targets, props, onlyActive) {
return _globalTimeline.killTweensOf(targets, props, onlyActive);
};
return Tween;
}(Animation);
_setDefaults(Tween.prototype, {
_targets: [],
_lazy: 0,
_startAt: 0,
_op: 0,
_onInit: 0
}); //add the pertinent timeline methods to Tween instances so that users can chain conveniently and create a timeline automatically. (removed due to concerns that it'd ultimately add to more confusion especially for beginners)
// _forEachName("to,from,fromTo,set,call,add,addLabel,addPause", name => {
// Tween.prototype[name] = function() {
// let tl = new Timeline();
// return _addToTimeline(tl, this)[name].apply(tl, toArray(arguments));
// }
// });
//for backward compatibility. Leverage the timeline calls.
_forEachName("staggerTo,staggerFrom,staggerFromTo", function (name) {
Tween[name] = function () {
var tl = new Timeline(),
params = _slice.call(arguments, 0);
params.splice(name === "staggerFromTo" ? 5 : 4, 0, 0);
return tl[name].apply(tl, params);
};
});
/*
* --------------------------------------------------------------------------------------
* PROPTWEEN
* --------------------------------------------------------------------------------------
*/
var _setterPlain = function _setterPlain(target, property, value) {
return target[property] = value;
},
_setterFunc = function _setterFunc(target, property, value) {
return target[property](value);
},
_setterFuncWithParam = function _setterFuncWithParam(target, property, value, data) {
return target[property](data.fp, value);
},
_setterAttribute = function _setterAttribute(target, property, value) {
return target.setAttribute(property, value);
},
_getSetter = function _getSetter(target, property) {
return _isFunction(target[property]) ? _setterFunc : _isUndefined(target[property]) && target.setAttribute ? _setterAttribute : _setterPlain;
},
_renderPlain = function _renderPlain(ratio, data) {
return data.set(data.t, data.p, Math.round((data.s + data.c * ratio) * 1000000) / 1000000, data);
},
_renderBoolean = function _renderBoolean(ratio, data) {
return data.set(data.t, data.p, !!(data.s + data.c * ratio), data);
},
_renderComplexString = function _renderComplexString(ratio, data) {
var pt = data._pt,
s = "";
if (!ratio && data.b) {
//b = beginning string
s = data.b;
} else if (ratio === 1 && data.e) {
//e = ending string
s = data.e;
} else {
while (pt) {
s = pt.p + (pt.m ? pt.m(pt.s + pt.c * ratio) : Math.round((pt.s + pt.c * ratio) * 10000) / 10000) + s; //we use the "p" property for the text inbetween (like a suffix). And in the context of a complex string, the modifier (m) is typically just Math.round(), like for RGB colors.
pt = pt._next;
}
s += data.c; //we use the "c" of the PropTween to store the final chunk of non-numeric text.
}
data.set(data.t, data.p, s, data);
},
_renderPropTweens = function _renderPropTweens(ratio, data) {
var pt = data._pt;
while (pt) {
pt.r(ratio, pt.d);
pt = pt._next;
}
},
_addPluginModifier = function _addPluginModifier(modifier, tween, target, property) {
var pt = this._pt,
next;
while (pt) {
next = pt._next;
pt.p === property && pt.modifier(modifier, tween, target);
pt = next;
}
},
_killPropTweensOf = function _killPropTweensOf(property) {
var pt = this._pt,
hasNonDependentRemaining,
next;
while (pt) {
next = pt._next;
if (pt.p === property && !pt.op || pt.op === property) {
_removeLinkedListItem(this, pt, "_pt");
} else if (!pt.dep) {
hasNonDependentRemaining = 1;
}
pt = next;
}
return !hasNonDependentRemaining;
},
_setterWithModifier = function _setterWithModifier(target, property, value, data) {
data.mSet(target, property, data.m.call(data.tween, value, data.mt), data);
},
_sortPropTweensByPriority = function _sortPropTweensByPriority(parent) {
var pt = parent._pt,
next,
pt2,
first,
last; //sorts the PropTween linked list in order of priority because some plugins need to do their work after ALL of the PropTweens were created (like RoundPropsPlugin and ModifiersPlugin)
while (pt) {
next = pt._next;
pt2 = first;
while (pt2 && pt2.pr > pt.pr) {
pt2 = pt2._next;
}
if (pt._prev = pt2 ? pt2._prev : last) {
pt._prev._next = pt;
} else {
first = pt;
}
if (pt._next = pt2) {
pt2._prev = pt;
} else {
last = pt;
}
pt = next;
}
parent._pt = first;
}; //PropTween key: t = target, p = prop, r = renderer, d = data, s = start, c = change, op = overwriteProperty (ONLY populated when it's different than p), pr = priority, _next/_prev for the linked list siblings, set = setter, m = modifier, mSet = modifierSetter (the original setter, before a modifier was added)
var PropTween = /*#__PURE__*/function () {
function PropTween(next, target, prop, start, change, renderer, data, setter, priority) {
this.t = target;
this.s = start;
this.c = change;
this.p = prop;
this.r = renderer || _renderPlain;
this.d = data || this;
this.set = setter || _setterPlain;
this.pr = priority || 0;
this._next = next;
if (next) {
next._prev = this;
}
}
var _proto4 = PropTween.prototype;
_proto4.modifier = function modifier(func, tween, target) {
this.mSet = this.mSet || this.set; //in case it was already set (a PropTween can only have one modifier)
this.set = _setterWithModifier;
this.m = func;
this.mt = target; //modifier target
this.tween = tween;
};
return PropTween;
}(); //Initialization tasks
_forEachName(_callbackNames + "parent,duration,ease,delay,overwrite,runBackwards,startAt,yoyo,immediateRender,repeat,repeatDelay,data,paused,reversed,lazy,callbackScope,stringFilter,id,yoyoEase,stagger,inherit,repeatRefresh,keyframes,autoRevert,scrollTrigger", function (name) {
return _reservedProps[name] = 1;
});
_globals.TweenMax = _globals.TweenLite = Tween;
_globals.TimelineLite = _globals.TimelineMax = Timeline;
_globalTimeline = new Timeline({
sortChildren: false,
defaults: _defaults,
autoRemoveChildren: true,
id: "root",
smoothChildTiming: true
});
_config.stringFilter = _colorStringFilter;
var _media = [],
_listeners = {},
_emptyArray = [],
_lastMediaTime = 0,
_contextID = 0,
_dispatch = function _dispatch(type) {
return (_listeners[type] || _emptyArray).map(function (f) {
return f();
});
},
_onMediaChange = function _onMediaChange() {
var time = Date.now(),
matches = [];
if (time - _lastMediaTime > 2) {
_dispatch("matchMediaInit");
_media.forEach(function (c) {
var queries = c.queries,
conditions = c.conditions,
match,
p,
anyMatch,
toggled;
for (p in queries) {
match = _win$1.matchMedia(queries[p]).matches; // Firefox doesn't update the "matches" property of the MediaQueryList object correctly - it only does so as it calls its change handler - so we must re-create a media query here to ensure it's accurate.
match && (anyMatch = 1);
if (match !== conditions[p]) {
conditions[p] = match;
toggled = 1;
}
}
if (toggled) {
c.revert();
anyMatch && matches.push(c);
}
});
_dispatch("matchMediaRevert");
matches.forEach(function (c) {
return c.onMatch(c, function (func) {
return c.add(null, func);
});
});
_lastMediaTime = time;
_dispatch("matchMedia");
}
};
var Context = /*#__PURE__*/function () {
function Context(func, scope) {
this.selector = scope && selector(scope);
this.data = [];
this._r = []; // returned/cleanup functions
this.isReverted = false;
this.id = _contextID++; // to work around issues that frameworks like Vue cause by making things into Proxies which make it impossible to do something like _media.indexOf(this) because "this" would no longer refer to the Context instance itself - it'd refer to a Proxy! We needed a way to identify the context uniquely
func && this.add(func);
}
var _proto5 = Context.prototype;
_proto5.add = function add(name, func, scope) {
// possible future addition if we need the ability to add() an animation to a context and for whatever reason cannot create that animation inside of a context.add(() => {...}) function.
// if (name && _isFunction(name.revert)) {
// this.data.push(name);
// return (name._ctx = this);
// }
if (_isFunction(name)) {
scope = func;
func = name;
name = _isFunction;
}
var self = this,
f = function f() {
var prev = _context,
prevSelector = self.selector,
result;
prev && prev !== self && prev.data.push(self);
scope && (self.selector = selector(scope));
_context = self;
result = func.apply(self, arguments);
_isFunction(result) && self._r.push(result);
_context = prev;
self.selector = prevSelector;
self.isReverted = false;
return result;
};
self.last = f;
return name === _isFunction ? f(self, function (func) {
return self.add(null, func);
}) : name ? self[name] = f : f;
};
_proto5.ignore = function ignore(func) {
var prev = _context;
_context = null;
func(this);
_context = prev;
};
_proto5.getTweens = function getTweens() {
var a = [];
this.data.forEach(function (e) {
return e instanceof Context ? a.push.apply(a, e.getTweens()) : e instanceof Tween && !(e.parent && e.parent.data === "nested") && a.push(e);
});
return a;
};
_proto5.clear = function clear() {
this._r.length = this.data.length = 0;
};
_proto5.kill = function kill(revert, matchMedia) {
var _this4 = this;
if (revert) {
(function () {
var tweens = _this4.getTweens(),
i = _this4.data.length,
t;
while (i--) {
// Flip plugin tweens are very different in that they should actually be pushed to their end. The plugin replaces the timeline's .revert() method to do exactly that. But we also need to remove any of those nested tweens inside the flip timeline so that they don't get individually reverted.
t = _this4.data[i];
if (t.data === "isFlip") {
t.revert();
t.getChildren(true, true, false).forEach(function (tween) {
return tweens.splice(tweens.indexOf(tween), 1);
});
}
} // save as an object so that we can cache the globalTime for each tween to optimize performance during the sort
tweens.map(function (t) {
return {
g: t._dur || t._delay || t._sat && !t._sat.vars.immediateRender ? t.globalTime(0) : -Infinity,
t: t
};
}).sort(function (a, b) {
return b.g - a.g || -Infinity;
}).forEach(function (o) {
return o.t.revert(revert);
}); // note: all of the _startAt tweens should be reverted in reverse order that they were created, and they'll all have the same globalTime (-1) so the " || -1" in the sort keeps the order properly.
i = _this4.data.length;
while (i--) {
// make sure we loop backwards so that, for example, SplitTexts that were created later on the same element get reverted first
t = _this4.data[i];
if (t instanceof Timeline) {
if (t.data !== "nested") {
t.scrollTrigger && t.scrollTrigger.revert();
t.kill(); // don't revert() the timeline because that's duplicating efforts since we already reverted all the tweens
}
} else {
!(t instanceof Tween) && t.revert && t.revert(revert);
}
}
_this4._r.forEach(function (f) {
return f(revert, _this4);
});
_this4.isReverted = true;
})();
} else {
this.data.forEach(function (e) {
return e.kill && e.kill();
});
}
this.clear();
if (matchMedia) {
var i = _media.length;
while (i--) {
// previously, we checked _media.indexOf(this), but some frameworks like Vue enforce Proxy objects that make it impossible to get the proper result that way, so we must use a unique ID number instead.
_media[i].id === this.id && _media.splice(i, 1);
}
}
} // killWithCleanup() {
// this.kill();
// this._r.forEach(f => f(false, this));
// }
;
_proto5.revert = function revert(config) {
this.kill(config || {});
};
return Context;
}();
var MatchMedia = /*#__PURE__*/function () {
function MatchMedia(scope) {
this.contexts = [];
this.scope = scope;
_context && _context.data.push(this);
}
var _proto6 = MatchMedia.prototype;
_proto6.add = function add(conditions, func, scope) {
_isObject(conditions) || (conditions = {
matches: conditions
});
var context = new Context(0, scope || this.scope),
cond = context.conditions = {},
mq,
p,
active;
_context && !context.selector && (context.selector = _context.selector); // in case a context is created inside a context. Like a gsap.matchMedia() that's inside a scoped gsap.context()
this.contexts.push(context);
func = context.add("onMatch", func);
context.queries = conditions;
for (p in conditions) {
if (p === "all") {
active = 1;
} else {
mq = _win$1.matchMedia(conditions[p]);
if (mq) {
_media.indexOf(context) < 0 && _media.push(context);
(cond[p] = mq.matches) && (active = 1);
mq.addListener ? mq.addListener(_onMediaChange) : mq.addEventListener("change", _onMediaChange);
}
}
}
active && func(context, function (f) {
return context.add(null, f);
});
return this;
} // refresh() {
// let time = _lastMediaTime,
// media = _media;
// _lastMediaTime = -1;
// _media = this.contexts;
// _onMediaChange();
// _lastMediaTime = time;
// _media = media;
// }
;
_proto6.revert = function revert(config) {
this.kill(config || {});
};
_proto6.kill = function kill(revert) {
this.contexts.forEach(function (c) {
return c.kill(revert, true);
});
};
return MatchMedia;
}();
/*
* --------------------------------------------------------------------------------------
* GSAP
* --------------------------------------------------------------------------------------
*/
var _gsap = {
registerPlugin: function registerPlugin() {
for (var _len2 = arguments.length, args = new Array(_len2), _key2 = 0; _key2 < _len2; _key2++) {
args[_key2] = arguments[_key2];
}
args.forEach(function (config) {
return _createPlugin(config);
});
},
timeline: function timeline(vars) {
return new Timeline(vars);
},
getTweensOf: function getTweensOf(targets, onlyActive) {
return _globalTimeline.getTweensOf(targets, onlyActive);
},
getProperty: function getProperty(target, property, unit, uncache) {
_isString(target) && (target = toArray(target)[0]); //in case selector text or an array is passed in
var getter = _getCache(target || {}).get,
format = unit ? _passThrough : _numericIfPossible;
unit === "native" && (unit = "");
return !target ? target : !property ? function (property, unit, uncache) {
return format((_plugins[property] && _plugins[property].get || getter)(target, property, unit, uncache));
} : format((_plugins[property] && _plugins[property].get || getter)(target, property, unit, uncache));
},
quickSetter: function quickSetter(target, property, unit) {
target = toArray(target);
if (target.length > 1) {
var setters = target.map(function (t) {
return gsap.quickSetter(t, property, unit);
}),
l = setters.length;
return function (value) {
var i = l;
while (i--) {
setters[i](value);
}
};
}
target = target[0] || {};
var Plugin = _plugins[property],
cache = _getCache(target),
p = cache.harness && (cache.harness.aliases || {})[property] || property,
// in case it's an alias, like "rotate" for "rotation".
setter = Plugin ? function (value) {
var p = new Plugin();
_quickTween._pt = 0;
p.init(target, unit ? value + unit : value, _quickTween, 0, [target]);
p.render(1, p);
_quickTween._pt && _renderPropTweens(1, _quickTween);
} : cache.set(target, p);
return Plugin ? setter : function (value) {
return setter(target, p, unit ? value + unit : value, cache, 1);
};
},
quickTo: function quickTo(target, property, vars) {
var _setDefaults2;
var tween = gsap.to(target, _setDefaults((_setDefaults2 = {}, _setDefaults2[property] = "+=0.1", _setDefaults2.paused = true, _setDefaults2.stagger = 0, _setDefaults2), vars || {})),
func = function func(value, start, startIsRelative) {
return tween.resetTo(property, value, start, startIsRelative);
};
func.tween = tween;
return func;
},
isTweening: function isTweening(targets) {
return _globalTimeline.getTweensOf(targets, true).length > 0;
},
defaults: function defaults(value) {
value && value.ease && (value.ease = _parseEase(value.ease, _defaults.ease));
return _mergeDeep(_defaults, value || {});
},
config: function config(value) {
return _mergeDeep(_config, value || {});
},
registerEffect: function registerEffect(_ref3) {
var name = _ref3.name,
effect = _ref3.effect,
plugins = _ref3.plugins,
defaults = _ref3.defaults,
extendTimeline = _ref3.extendTimeline;
(plugins || "").split(",").forEach(function (pluginName) {
return pluginName && !_plugins[pluginName] && !_globals[pluginName] && _warn(name + " effect requires " + pluginName + " plugin.");
});
_effects[name] = function (targets, vars, tl) {
return effect(toArray(targets), _setDefaults(vars || {}, defaults), tl);
};
if (extendTimeline) {
Timeline.prototype[name] = function (targets, vars, position) {
return this.add(_effects[name](targets, _isObject(vars) ? vars : (position = vars) && {}, this), position);
};
}
},
registerEase: function registerEase(name, ease) {
_easeMap[name] = _parseEase(ease);
},
parseEase: function parseEase(ease, defaultEase) {
return arguments.length ? _parseEase(ease, defaultEase) : _easeMap;
},
getById: function getById(id) {
return _globalTimeline.getById(id);
},
exportRoot: function exportRoot(vars, includeDelayedCalls) {
if (vars === void 0) {
vars = {};
}
var tl = new Timeline(vars),
child,
next;
tl.smoothChildTiming = _isNotFalse(vars.smoothChildTiming);
_globalTimeline.remove(tl);
tl._dp = 0; //otherwise it'll get re-activated when adding children and be re-introduced into _globalTimeline's linked list (then added to itself).
tl._time = tl._tTime = _globalTimeline._time;
child = _globalTimeline._first;
while (child) {
next = child._next;
if (includeDelayedCalls || !(!child._dur && child instanceof Tween && child.vars.onComplete === child._targets[0])) {
_addToTimeline(tl, child, child._start - child._delay);
}
child = next;
}
_addToTimeline(_globalTimeline, tl, 0);
return tl;
},
context: function context(func, scope) {
return func ? new Context(func, scope) : _context;
},
matchMedia: function matchMedia(scope) {
return new MatchMedia(scope);
},
matchMediaRefresh: function matchMediaRefresh() {
return _media.forEach(function (c) {
var cond = c.conditions,
found,
p;
for (p in cond) {
if (cond[p]) {
cond[p] = false;
found = 1;
}
}
found && c.revert();
}) || _onMediaChange();
},
addEventListener: function addEventListener(type, callback) {
var a = _listeners[type] || (_listeners[type] = []);
~a.indexOf(callback) || a.push(callback);
},
removeEventListener: function removeEventListener(type, callback) {
var a = _listeners[type],
i = a && a.indexOf(callback);
i >= 0 && a.splice(i, 1);
},
utils: {
wrap: wrap,
wrapYoyo: wrapYoyo,
distribute: distribute,
random: random,
snap: snap,
normalize: normalize,
getUnit: getUnit,
clamp: clamp,
splitColor: splitColor,
toArray: toArray,
selector: selector,
mapRange: mapRange,
pipe: pipe,
unitize: unitize,
interpolate: interpolate,
shuffle: shuffle
},
install: _install,
effects: _effects,
ticker: _ticker,
updateRoot: Timeline.updateRoot,
plugins: _plugins,
globalTimeline: _globalTimeline,
core: {
PropTween: PropTween,
globals: _addGlobal,
Tween: Tween,
Timeline: Timeline,
Animation: Animation,
getCache: _getCache,
_removeLinkedListItem: _removeLinkedListItem,
reverting: function reverting() {
return _reverting$1;
},
context: function context(toAdd) {
if (toAdd && _context) {
_context.data.push(toAdd);
toAdd._ctx = _context;
}
return _context;
},
suppressOverwrites: function suppressOverwrites(value) {
return _suppressOverwrites = value;
}
}
};
_forEachName("to,from,fromTo,delayedCall,set,killTweensOf", function (name) {
return _gsap[name] = Tween[name];
});
_ticker.add(Timeline.updateRoot);
_quickTween = _gsap.to({}, {
duration: 0
}); // ---- EXTRA PLUGINS --------------------------------------------------------
var _getPluginPropTween = function _getPluginPropTween(plugin, prop) {
var pt = plugin._pt;
while (pt && pt.p !== prop && pt.op !== prop && pt.fp !== prop) {
pt = pt._next;
}
return pt;
},
_addModifiers = function _addModifiers(tween, modifiers) {
var targets = tween._targets,
p,
i,
pt;
for (p in modifiers) {
i = targets.length;
while (i--) {
pt = tween._ptLookup[i][p];
if (pt && (pt = pt.d)) {
if (pt._pt) {
// is a plugin
pt = _getPluginPropTween(pt, p);
}
pt && pt.modifier && pt.modifier(modifiers[p], tween, targets[i], p);
}
}
}
},
_buildModifierPlugin = function _buildModifierPlugin(name, modifier) {
return {
name: name,
rawVars: 1,
//don't pre-process function-based values or "random()" strings.
init: function init(target, vars, tween) {
tween._onInit = function (tween) {
var temp, p;
if (_isString(vars)) {
temp = {};
_forEachName(vars, function (name) {
return temp[name] = 1;
}); //if the user passes in a comma-delimited list of property names to roundProps, like "x,y", we round to whole numbers.
vars = temp;
}
if (modifier) {
temp = {};
for (p in vars) {
temp[p] = modifier(vars[p]);
}
vars = temp;
}
_addModifiers(tween, vars);
};
}
};
}; //register core plugins
var gsap = _gsap.registerPlugin({
name: "attr",
init: function init(target, vars, tween, index, targets) {
var p, pt, v;
this.tween = tween;
for (p in vars) {
v = target.getAttribute(p) || "";
pt = this.add(target, "setAttribute", (v || 0) + "", vars[p], index, targets, 0, 0, p);
pt.op = p;
pt.b = v; // record the beginning value so we can revert()
this._props.push(p);
}
},
render: function render(ratio, data) {
var pt = data._pt;
while (pt) {
_reverting$1 ? pt.set(pt.t, pt.p, pt.b, pt) : pt.r(ratio, pt.d); // if reverting, go back to the original (pt.b)
pt = pt._next;
}
}
}, {
name: "endArray",
init: function init(target, value) {
var i = value.length;
while (i--) {
this.add(target, i, target[i] || 0, value[i], 0, 0, 0, 0, 0, 1);
}
}
}, _buildModifierPlugin("roundProps", _roundModifier), _buildModifierPlugin("modifiers"), _buildModifierPlugin("snap", snap)) || _gsap; //to prevent the core plugins from being dropped via aggressive tree shaking, we must include them in the variable declaration in this way.
Tween.version = Timeline.version = gsap.version = "3.12.7";
_coreReady = 1;
_windowExists$1() && _wake();
_easeMap.Power0;
_easeMap.Power1;
_easeMap.Power2;
_easeMap.Power3;
_easeMap.Power4;
_easeMap.Linear;
_easeMap.Quad;
_easeMap.Cubic;
_easeMap.Quart;
_easeMap.Quint;
_easeMap.Strong;
_easeMap.Elastic;
_easeMap.Back;
_easeMap.SteppedEase;
_easeMap.Bounce;
_easeMap.Sine;
_easeMap.Expo;
_easeMap.Circ;
/*!
* CSSPlugin 3.12.7
* https://gsap.com
*
* Copyright 2008-2025, GreenSock. All rights reserved.
* Subject to the terms at https://gsap.com/standard-license or for
* Club GSAP members, the agreement issued with that membership.
* @author: Jack Doyle, jack@greensock.com
*/
var _win,
_doc,
_docElement,
_pluginInitted,
_tempDiv,
_recentSetterPlugin,
_reverting,
_windowExists = function _windowExists() {
return typeof window !== "undefined";
},
_transformProps = {},
_RAD2DEG = 180 / Math.PI,
_DEG2RAD = Math.PI / 180,
_atan2 = Math.atan2,
_bigNum = 1e8,
_capsExp = /([A-Z])/g,
_horizontalExp = /(left|right|width|margin|padding|x)/i,
_complexExp = /[\s,\(]\S/,
_propertyAliases = {
autoAlpha: "opacity,visibility",
scale: "scaleX,scaleY",
alpha: "opacity"
},
_renderCSSProp = function _renderCSSProp(ratio, data) {
return data.set(data.t, data.p, Math.round((data.s + data.c * ratio) * 10000) / 10000 + data.u, data);
},
_renderPropWithEnd = function _renderPropWithEnd(ratio, data) {
return data.set(data.t, data.p, ratio === 1 ? data.e : Math.round((data.s + data.c * ratio) * 10000) / 10000 + data.u, data);
},
_renderCSSPropWithBeginning = function _renderCSSPropWithBeginning(ratio, data) {
return data.set(data.t, data.p, ratio ? Math.round((data.s + data.c * ratio) * 10000) / 10000 + data.u : data.b, data);
},
//if units change, we need a way to render the original unit/value when the tween goes all the way back to the beginning (ratio:0)
_renderRoundedCSSProp = function _renderRoundedCSSProp(ratio, data) {
var value = data.s + data.c * ratio;
data.set(data.t, data.p, ~~(value + (value < 0 ? -0.5 : .5)) + data.u, data);
},
_renderNonTweeningValue = function _renderNonTweeningValue(ratio, data) {
return data.set(data.t, data.p, ratio ? data.e : data.b, data);
},
_renderNonTweeningValueOnlyAtEnd = function _renderNonTweeningValueOnlyAtEnd(ratio, data) {
return data.set(data.t, data.p, ratio !== 1 ? data.b : data.e, data);
},
_setterCSSStyle = function _setterCSSStyle(target, property, value) {
return target.style[property] = value;
},
_setterCSSProp = function _setterCSSProp(target, property, value) {
return target.style.setProperty(property, value);
},
_setterTransform = function _setterTransform(target, property, value) {
return target._gsap[property] = value;
},
_setterScale = function _setterScale(target, property, value) {
return target._gsap.scaleX = target._gsap.scaleY = value;
},
_setterScaleWithRender = function _setterScaleWithRender(target, property, value, data, ratio) {
var cache = target._gsap;
cache.scaleX = cache.scaleY = value;
cache.renderTransform(ratio, cache);
},
_setterTransformWithRender = function _setterTransformWithRender(target, property, value, data, ratio) {
var cache = target._gsap;
cache[property] = value;
cache.renderTransform(ratio, cache);
},
_transformProp = "transform",
_transformOriginProp = _transformProp + "Origin",
_saveStyle = function _saveStyle(property, isNotCSS) {
var _this = this;
var target = this.target,
style = target.style,
cache = target._gsap;
if (property in _transformProps && style) {
this.tfm = this.tfm || {};
if (property !== "transform") {
property = _propertyAliases[property] || property;
~property.indexOf(",") ? property.split(",").forEach(function (a) {
return _this.tfm[a] = _get(target, a);
}) : this.tfm[property] = cache.x ? cache[property] : _get(target, property); // note: scale would map to "scaleX,scaleY", thus we loop and apply them both.
property === _transformOriginProp && (this.tfm.zOrigin = cache.zOrigin);
} else {
return _propertyAliases.transform.split(",").forEach(function (p) {
return _saveStyle.call(_this, p, isNotCSS);
});
}
if (this.props.indexOf(_transformProp) >= 0) {
return;
}
if (cache.svg) {
this.svgo = target.getAttribute("data-svg-origin");
this.props.push(_transformOriginProp, isNotCSS, "");
}
property = _transformProp;
}
(style || isNotCSS) && this.props.push(property, isNotCSS, style[property]);
},
_removeIndependentTransforms = function _removeIndependentTransforms(style) {
if (style.translate) {
style.removeProperty("translate");
style.removeProperty("scale");
style.removeProperty("rotate");
}
},
_revertStyle = function _revertStyle() {
var props = this.props,
target = this.target,
style = target.style,
cache = target._gsap,
i,
p;
for (i = 0; i < props.length; i += 3) {
// stored like this: property, isNotCSS, value
if (!props[i + 1]) {
props[i + 2] ? style[props[i]] = props[i + 2] : style.removeProperty(props[i].substr(0, 2) === "--" ? props[i] : props[i].replace(_capsExp, "-$1").toLowerCase());
} else if (props[i + 1] === 2) {
// non-CSS value (function-based)
target[props[i]](props[i + 2]);
} else {
// non-CSS value (not function-based)
target[props[i]] = props[i + 2];
}
}
if (this.tfm) {
for (p in this.tfm) {
cache[p] = this.tfm[p];
}
if (cache.svg) {
cache.renderTransform();
target.setAttribute("data-svg-origin", this.svgo || "");
}
i = _reverting();
if ((!i || !i.isStart) && !style[_transformProp]) {
_removeIndependentTransforms(style);
if (cache.zOrigin && style[_transformOriginProp]) {
style[_transformOriginProp] += " " + cache.zOrigin + "px"; // since we're uncaching, we must put the zOrigin back into the transformOrigin so that we can pull it out accurately when we parse again. Otherwise, we'd lose the z portion of the origin since we extract it to protect from Safari bugs.
cache.zOrigin = 0;
cache.renderTransform();
}
cache.uncache = 1; // if it's a startAt that's being reverted in the _initTween() of the core, we don't need to uncache transforms. This is purely a performance optimization.
}
}
},
_getStyleSaver = function _getStyleSaver(target, properties) {
var saver = {
target: target,
props: [],
revert: _revertStyle,
save: _saveStyle
};
target._gsap || gsap.core.getCache(target); // just make sure there's a _gsap cache defined because we read from it in _saveStyle() and it's more efficient to just check it here once.
properties && target.style && target.nodeType && properties.split(",").forEach(function (p) {
return saver.save(p);
}); // make sure it's a DOM node too.
return saver;
},
_supports3D,
_createElement = function _createElement(type, ns) {
var e = _doc.createElementNS ? _doc.createElementNS((ns || "http://www.w3.org/1999/xhtml").replace(/^https/, "http"), type) : _doc.createElement(type); //some servers swap in https for http in the namespace which can break things, making "style" inaccessible.
return e && e.style ? e : _doc.createElement(type); //some environments won't allow access to the element's style when created with a namespace in which case we default to the standard createElement() to work around the issue. Also note that when GSAP is embedded directly inside an SVG file, createElement() won't allow access to the style object in Firefox (see https://gsap.com/forums/topic/20215-problem-using-tweenmax-in-standalone-self-containing-svg-file-err-cannot-set-property-csstext-of-undefined/).
},
_getComputedProperty = function _getComputedProperty(target, property, skipPrefixFallback) {
var cs = getComputedStyle(target);
return cs[property] || cs.getPropertyValue(property.replace(_capsExp, "-$1").toLowerCase()) || cs.getPropertyValue(property) || !skipPrefixFallback && _getComputedProperty(target, _checkPropPrefix(property) || property, 1) || ""; //css variables may not need caps swapped out for dashes and lowercase.
},
_prefixes = "O,Moz,ms,Ms,Webkit".split(","),
_checkPropPrefix = function _checkPropPrefix(property, element, preferPrefix) {
var e = element || _tempDiv,
s = e.style,
i = 5;
if (property in s && !preferPrefix) {
return property;
}
property = property.charAt(0).toUpperCase() + property.substr(1);
while (i-- && !(_prefixes[i] + property in s)) {}
return i < 0 ? null : (i === 3 ? "ms" : i >= 0 ? _prefixes[i] : "") + property;
},
_initCore = function _initCore() {
if (_windowExists() && window.document) {
_win = window;
_doc = _win.document;
_docElement = _doc.documentElement;
_tempDiv = _createElement("div") || {
style: {}
};
_createElement("div");
_transformProp = _checkPropPrefix(_transformProp);
_transformOriginProp = _transformProp + "Origin";
_tempDiv.style.cssText = "border-width:0;line-height:0;position:absolute;padding:0"; //make sure to override certain properties that may contaminate measurements, in case the user has overreaching style sheets.
_supports3D = !!_checkPropPrefix("perspective");
_reverting = gsap.core.reverting;
_pluginInitted = 1;
}
},
_getReparentedCloneBBox = function _getReparentedCloneBBox(target) {
//works around issues in some browsers (like Firefox) that don't correctly report getBBox() on SVG elements inside a <defs> element and/or <mask>. We try creating an SVG, adding it to the documentElement and toss the element in there so that it's definitely part of the rendering tree, then grab the bbox and if it works, we actually swap out the original getBBox() method for our own that does these extra steps whenever getBBox is needed. This helps ensure that performance is optimal (only do all these extra steps when absolutely necessary...most elements don't need it).
var owner = target.ownerSVGElement,
svg = _createElement("svg", owner && owner.getAttribute("xmlns") || "http://www.w3.org/2000/svg"),
clone = target.cloneNode(true),
bbox;
clone.style.display = "block";
svg.appendChild(clone);
_docElement.appendChild(svg);
try {
bbox = clone.getBBox();
} catch (e) {}
svg.removeChild(clone);
_docElement.removeChild(svg);
return bbox;
},
_getAttributeFallbacks = function _getAttributeFallbacks(target, attributesArray) {
var i = attributesArray.length;
while (i--) {
if (target.hasAttribute(attributesArray[i])) {
return target.getAttribute(attributesArray[i]);
}
}
},
_getBBox = function _getBBox(target) {
var bounds, cloned;
try {
bounds = target.getBBox(); //Firefox throws errors if you try calling getBBox() on an SVG element that's not rendered (like in a <symbol> or <defs>). https://bugzilla.mozilla.org/show_bug.cgi?id=612118
} catch (error) {
bounds = _getReparentedCloneBBox(target);
cloned = 1;
}
bounds && (bounds.width || bounds.height) || cloned || (bounds = _getReparentedCloneBBox(target)); //some browsers (like Firefox) misreport the bounds if the element has zero width and height (it just assumes it's at x:0, y:0), thus we need to manually grab the position in that case.
return bounds && !bounds.width && !bounds.x && !bounds.y ? {
x: +_getAttributeFallbacks(target, ["x", "cx", "x1"]) || 0,
y: +_getAttributeFallbacks(target, ["y", "cy", "y1"]) || 0,
width: 0,
height: 0
} : bounds;
},
_isSVG = function _isSVG(e) {
return !!(e.getCTM && (!e.parentNode || e.ownerSVGElement) && _getBBox(e));
},
//reports if the element is an SVG on which getBBox() actually works
_removeProperty = function _removeProperty(target, property) {
if (property) {
var style = target.style,
first2Chars;
if (property in _transformProps && property !== _transformOriginProp) {
property = _transformProp;
}
if (style.removeProperty) {
first2Chars = property.substr(0, 2);
if (first2Chars === "ms" || property.substr(0, 6) === "webkit") {
//Microsoft and some Webkit browsers don't conform to the standard of capitalizing the first prefix character, so we adjust so that when we prefix the caps with a dash, it's correct (otherwise it'd be "ms-transform" instead of "-ms-transform" for IE9, for example)
property = "-" + property;
}
style.removeProperty(first2Chars === "--" ? property : property.replace(_capsExp, "-$1").toLowerCase());
} else {
//note: old versions of IE use "removeAttribute()" instead of "removeProperty()"
style.removeAttribute(property);
}
}
},
_addNonTweeningPT = function _addNonTweeningPT(plugin, target, property, beginning, end, onlySetAtEnd) {
var pt = new PropTween(plugin._pt, target, property, 0, 1, onlySetAtEnd ? _renderNonTweeningValueOnlyAtEnd : _renderNonTweeningValue);
plugin._pt = pt;
pt.b = beginning;
pt.e = end;
plugin._props.push(property);
return pt;
},
_nonConvertibleUnits = {
deg: 1,
rad: 1,
turn: 1
},
_nonStandardLayouts = {
grid: 1,
flex: 1
},
//takes a single value like 20px and converts it to the unit specified, like "%", returning only the numeric amount.
_convertToUnit = function _convertToUnit(target, property, value, unit) {
var curValue = parseFloat(value) || 0,
curUnit = (value + "").trim().substr((curValue + "").length) || "px",
// some browsers leave extra whitespace at the beginning of CSS variables, hence the need to trim()
style = _tempDiv.style,
horizontal = _horizontalExp.test(property),
isRootSVG = target.tagName.toLowerCase() === "svg",
measureProperty = (isRootSVG ? "client" : "offset") + (horizontal ? "Width" : "Height"),
amount = 100,
toPixels = unit === "px",
toPercent = unit === "%",
px,
parent,
cache,
isSVG;
if (unit === curUnit || !curValue || _nonConvertibleUnits[unit] || _nonConvertibleUnits[curUnit]) {
return curValue;
}
curUnit !== "px" && !toPixels && (curValue = _convertToUnit(target, property, value, "px"));
isSVG = target.getCTM && _isSVG(target);
if ((toPercent || curUnit === "%") && (_transformProps[property] || ~property.indexOf("adius"))) {
px = isSVG ? target.getBBox()[horizontal ? "width" : "height"] : target[measureProperty];
return _round(toPercent ? curValue / px * amount : curValue / 100 * px);
}
style[horizontal ? "width" : "height"] = amount + (toPixels ? curUnit : unit);
parent = unit !== "rem" && ~property.indexOf("adius") || unit === "em" && target.appendChild && !isRootSVG ? target : target.parentNode;
if (isSVG) {
parent = (target.ownerSVGElement || {}).parentNode;
}
if (!parent || parent === _doc || !parent.appendChild) {
parent = _doc.body;
}
cache = parent._gsap;
if (cache && toPercent && cache.width && horizontal && cache.time === _ticker.time && !cache.uncache) {
return _round(curValue / cache.width * amount);
} else {
if (toPercent && (property === "height" || property === "width")) {
// if we're dealing with width/height that's inside a container with padding and/or it's a flexbox/grid container, we must apply it to the target itself rather than the _tempDiv in order to ensure complete accuracy, factoring in the parent's padding.
var v = target.style[property];
target.style[property] = amount + unit;
px = target[measureProperty];
v ? target.style[property] = v : _removeProperty(target, property);
} else {
(toPercent || curUnit === "%") && !_nonStandardLayouts[_getComputedProperty(parent, "display")] && (style.position = _getComputedProperty(target, "position"));
parent === target && (style.position = "static"); // like for borderRadius, if it's a % we must have it relative to the target itself but that may not have position: relative or position: absolute in which case it'd go up the chain until it finds its offsetParent (bad). position: static protects against that.
parent.appendChild(_tempDiv);
px = _tempDiv[measureProperty];
parent.removeChild(_tempDiv);
style.position = "absolute";
}
if (horizontal && toPercent) {
cache = _getCache(parent);
cache.time = _ticker.time;
cache.width = parent[measureProperty];
}
}
return _round(toPixels ? px * curValue / amount : px && curValue ? amount / px * curValue : 0);
},
_get = function _get(target, property, unit, uncache) {
var value;
_pluginInitted || _initCore();
if (property in _propertyAliases && property !== "transform") {
property = _propertyAliases[property];
if (~property.indexOf(",")) {
property = property.split(",")[0];
}
}
if (_transformProps[property] && property !== "transform") {
value = _parseTransform(target, uncache);
value = property !== "transformOrigin" ? value[property] : value.svg ? value.origin : _firstTwoOnly(_getComputedProperty(target, _transformOriginProp)) + " " + value.zOrigin + "px";
} else {
value = target.style[property];
if (!value || value === "auto" || uncache || ~(value + "").indexOf("calc(")) {
value = _specialProps[property] && _specialProps[property](target, property, unit) || _getComputedProperty(target, property) || _getProperty(target, property) || (property === "opacity" ? 1 : 0); // note: some browsers, like Firefox, don't report borderRadius correctly! Instead, it only reports every corner like borderTopLeftRadius
}
}
return unit && !~(value + "").trim().indexOf(" ") ? _convertToUnit(target, property, value, unit) + unit : value;
},
_tweenComplexCSSString = function _tweenComplexCSSString(target, prop, start, end) {
// note: we call _tweenComplexCSSString.call(pluginInstance...) to ensure that it's scoped properly. We may call it from within a plugin too, thus "this" would refer to the plugin.
if (!start || start === "none") {
// some browsers like Safari actually PREFER the prefixed property and mis-report the unprefixed value like clipPath (BUG). In other words, even though clipPath exists in the style ("clipPath" in target.style) and it's set in the CSS properly (along with -webkit-clip-path), Safari reports clipPath as "none" whereas WebkitClipPath reports accurately like "ellipse(100% 0% at 50% 0%)", so in this case we must SWITCH to using the prefixed property instead. See https://gsap.com/forums/topic/18310-clippath-doesnt-work-on-ios/
var p = _checkPropPrefix(prop, target, 1),
s = p && _getComputedProperty(target, p, 1);
if (s && s !== start) {
prop = p;
start = s;
} else if (prop === "borderColor") {
start = _getComputedProperty(target, "borderTopColor"); // Firefox bug: always reports "borderColor" as "", so we must fall back to borderTopColor. See https://gsap.com/forums/topic/24583-how-to-return-colors-that-i-had-after-reverse/
}
}
var pt = new PropTween(this._pt, target.style, prop, 0, 1, _renderComplexString),
index = 0,
matchIndex = 0,
a,
result,
startValues,
startNum,
color,
startValue,
endValue,
endNum,
chunk,
endUnit,
startUnit,
endValues;
pt.b = start;
pt.e = end;
start += ""; // ensure values are strings
end += "";
if (end === "auto") {
startValue = target.style[prop];
target.style[prop] = end;
end = _getComputedProperty(target, prop) || end;
startValue ? target.style[prop] = startValue : _removeProperty(target, prop);
}
a = [start, end];
_colorStringFilter(a); // pass an array with the starting and ending values and let the filter do whatever it needs to the values. If colors are found, it returns true and then we must match where the color shows up order-wise because for things like boxShadow, sometimes the browser provides the computed values with the color FIRST, but the user provides it with the color LAST, so flip them if necessary. Same for drop-shadow().
start = a[0];
end = a[1];
startValues = start.match(_numWithUnitExp) || [];
endValues = end.match(_numWithUnitExp) || [];
if (endValues.length) {
while (result = _numWithUnitExp.exec(end)) {
endValue = result[0];
chunk = end.substring(index, result.index);
if (color) {
color = (color + 1) % 5;
} else if (chunk.substr(-5) === "rgba(" || chunk.substr(-5) === "hsla(") {
color = 1;
}
if (endValue !== (startValue = startValues[matchIndex++] || "")) {
startNum = parseFloat(startValue) || 0;
startUnit = startValue.substr((startNum + "").length);
endValue.charAt(1) === "=" && (endValue = _parseRelative(startNum, endValue) + startUnit);
endNum = parseFloat(endValue);
endUnit = endValue.substr((endNum + "").length);
index = _numWithUnitExp.lastIndex - endUnit.length;
if (!endUnit) {
//if something like "perspective:300" is passed in and we must add a unit to the end
endUnit = endUnit || _config.units[prop] || startUnit;
if (index === end.length) {
end += endUnit;
pt.e += endUnit;
}
}
if (startUnit !== endUnit) {
startNum = _convertToUnit(target, prop, startValue, endUnit) || 0;
} // these nested PropTweens are handled in a special way - we'll never actually call a render or setter method on them. We'll just loop through them in the parent complex string PropTween's render method.
pt._pt = {
_next: pt._pt,
p: chunk || matchIndex === 1 ? chunk : ",",
//note: SVG spec allows omission of comma/space when a negative sign is wedged between two numbers, like 2.5-5.3 instead of 2.5,-5.3 but when tweening, the negative value may switch to positive, so we insert the comma just in case.
s: startNum,
c: endNum - startNum,
m: color && color < 4 || prop === "zIndex" ? Math.round : 0
};
}
}
pt.c = index < end.length ? end.substring(index, end.length) : ""; //we use the "c" of the PropTween to store the final part of the string (after the last number)
} else {
pt.r = prop === "display" && end === "none" ? _renderNonTweeningValueOnlyAtEnd : _renderNonTweeningValue;
}
_relExp.test(end) && (pt.e = 0); //if the end string contains relative values or dynamic random(...) values, delete the end it so that on the final render we don't actually set it to the string with += or -= characters (forces it to use the calculated value).
this._pt = pt; //start the linked list with this new PropTween. Remember, we call _tweenComplexCSSString.call(pluginInstance...) to ensure that it's scoped properly. We may call it from within another plugin too, thus "this" would refer to the plugin.
return pt;
},
_keywordToPercent = {
top: "0%",
bottom: "100%",
left: "0%",
right: "100%",
center: "50%"
},
_convertKeywordsToPercentages = function _convertKeywordsToPercentages(value) {
var split = value.split(" "),
x = split[0],
y = split[1] || "50%";
if (x === "top" || x === "bottom" || y === "left" || y === "right") {
//the user provided them in the wrong order, so flip them
value = x;
x = y;
y = value;
}
split[0] = _keywordToPercent[x] || x;
split[1] = _keywordToPercent[y] || y;
return split.join(" ");
},
_renderClearProps = function _renderClearProps(ratio, data) {
if (data.tween && data.tween._time === data.tween._dur) {
var target = data.t,
style = target.style,
props = data.u,
cache = target._gsap,
prop,
clearTransforms,
i;
if (props === "all" || props === true) {
style.cssText = "";
clearTransforms = 1;
} else {
props = props.split(",");
i = props.length;
while (--i > -1) {
prop = props[i];
if (_transformProps[prop]) {
clearTransforms = 1;
prop = prop === "transformOrigin" ? _transformOriginProp : _transformProp;
}
_removeProperty(target, prop);
}
}
if (clearTransforms) {
_removeProperty(target, _transformProp);
if (cache) {
cache.svg && target.removeAttribute("transform");
style.scale = style.rotate = style.translate = "none";
_parseTransform(target, 1); // force all the cached values back to "normal"/identity, otherwise if there's another tween that's already set to render transforms on this element, it could display the wrong values.
cache.uncache = 1;
_removeIndependentTransforms(style);
}
}
}
},
// note: specialProps should return 1 if (and only if) they have a non-zero priority. It indicates we need to sort the linked list.
_specialProps = {
clearProps: function clearProps(plugin, target, property, endValue, tween) {
if (tween.data !== "isFromStart") {
var pt = plugin._pt = new PropTween(plugin._pt, target, property, 0, 0, _renderClearProps);
pt.u = endValue;
pt.pr = -10;
pt.tween = tween;
plugin._props.push(property);
return 1;
}
}
/* className feature (about 0.4kb gzipped).
, className(plugin, target, property, endValue, tween) {
let _renderClassName = (ratio, data) => {
data.css.render(ratio, data.css);
if (!ratio || ratio === 1) {
let inline = data.rmv,
target = data.t,
p;
target.setAttribute("class", ratio ? data.e : data.b);
for (p in inline) {
_removeProperty(target, p);
}
}
},
_getAllStyles = (target) => {
let styles = {},
computed = getComputedStyle(target),
p;
for (p in computed) {
if (isNaN(p) && p !== "cssText" && p !== "length") {
styles[p] = computed[p];
}
}
_setDefaults(styles, _parseTransform(target, 1));
return styles;
},
startClassList = target.getAttribute("class"),
style = target.style,
cssText = style.cssText,
cache = target._gsap,
classPT = cache.classPT,
inlineToRemoveAtEnd = {},
data = {t:target, plugin:plugin, rmv:inlineToRemoveAtEnd, b:startClassList, e:(endValue.charAt(1) !== "=") ? endValue : startClassList.replace(new RegExp("(?:\\s|^)" + endValue.substr(2) + "(?![\\w-])"), "") + ((endValue.charAt(0) === "+") ? " " + endValue.substr(2) : "")},
changingVars = {},
startVars = _getAllStyles(target),
transformRelated = /(transform|perspective)/i,
endVars, p;
if (classPT) {
classPT.r(1, classPT.d);
_removeLinkedListItem(classPT.d.plugin, classPT, "_pt");
}
target.setAttribute("class", data.e);
endVars = _getAllStyles(target, true);
target.setAttribute("class", startClassList);
for (p in endVars) {
if (endVars[p] !== startVars[p] && !transformRelated.test(p)) {
changingVars[p] = endVars[p];
if (!style[p] && style[p] !== "0") {
inlineToRemoveAtEnd[p] = 1;
}
}
}
cache.classPT = plugin._pt = new PropTween(plugin._pt, target, "className", 0, 0, _renderClassName, data, 0, -11);
if (style.cssText !== cssText) { //only apply if things change. Otherwise, in cases like a background-image that's pulled dynamically, it could cause a refresh. See https://gsap.com/forums/topic/20368-possible-gsap-bug-switching-classnames-in-chrome/.
style.cssText = cssText; //we recorded cssText before we swapped classes and ran _getAllStyles() because in cases when a className tween is overwritten, we remove all the related tweening properties from that class change (otherwise class-specific stuff can't override properties we've directly set on the target's style object due to specificity).
}
_parseTransform(target, true); //to clear the caching of transforms
data.css = new gsap.plugins.css();
data.css.init(target, changingVars, tween);
plugin._props.push(...data.css._props);
return 1;
}
*/
},
/*
* --------------------------------------------------------------------------------------
* TRANSFORMS
* --------------------------------------------------------------------------------------
*/
_identity2DMatrix = [1, 0, 0, 1, 0, 0],
_rotationalProperties = {},
_isNullTransform = function _isNullTransform(value) {
return value === "matrix(1, 0, 0, 1, 0, 0)" || value === "none" || !value;
},
_getComputedTransformMatrixAsArray = function _getComputedTransformMatrixAsArray(target) {
var matrixString = _getComputedProperty(target, _transformProp);
return _isNullTransform(matrixString) ? _identity2DMatrix : matrixString.substr(7).match(_numExp).map(_round);
},
_getMatrix = function _getMatrix(target, force2D) {
var cache = target._gsap || _getCache(target),
style = target.style,
matrix = _getComputedTransformMatrixAsArray(target),
parent,
nextSibling,
temp,
addedToDOM;
if (cache.svg && target.getAttribute("transform")) {
temp = target.transform.baseVal.consolidate().matrix; //ensures that even complex values like "translate(50,60) rotate(135,0,0)" are parsed because it mashes it into a matrix.
matrix = [temp.a, temp.b, temp.c, temp.d, temp.e, temp.f];
return matrix.join(",") === "1,0,0,1,0,0" ? _identity2DMatrix : matrix;
} else if (matrix === _identity2DMatrix && !target.offsetParent && target !== _docElement && !cache.svg) {
//note: if offsetParent is null, that means the element isn't in the normal document flow, like if it has display:none or one of its ancestors has display:none). Firefox returns null for getComputedStyle() if the element is in an iframe that has display:none. https://bugzilla.mozilla.org/show_bug.cgi?id=548397
//browsers don't report transforms accurately unless the element is in the DOM and has a display value that's not "none". Firefox and Microsoft browsers have a partial bug where they'll report transforms even if display:none BUT not any percentage-based values like translate(-50%, 8px) will be reported as if it's translate(0, 8px).
temp = style.display;
style.display = "block";
parent = target.parentNode;
if (!parent || !target.offsetParent && !target.getBoundingClientRect().width) {
// note: in 3.3.0 we switched target.offsetParent to _doc.body.contains(target) to avoid [sometimes unnecessary] MutationObserver calls but that wasn't adequate because there are edge cases where nested position: fixed elements need to get reparented to accurately sense transforms. See https://github.com/greensock/GSAP/issues/388 and https://github.com/greensock/GSAP/issues/375. Note: position: fixed elements report a null offsetParent but they could also be invisible because they're in an ancestor with display: none, so we check getBoundingClientRect(). We only want to alter the DOM if we absolutely have to because it can cause iframe content to reload, like a Vimeo video.
addedToDOM = 1; //flag
nextSibling = target.nextElementSibling;
_docElement.appendChild(target); //we must add it to the DOM in order to get values properly
}
matrix = _getComputedTransformMatrixAsArray(target);
temp ? style.display = temp : _removeProperty(target, "display");
if (addedToDOM) {
nextSibling ? parent.insertBefore(target, nextSibling) : parent ? parent.appendChild(target) : _docElement.removeChild(target);
}
}
return force2D && matrix.length > 6 ? [matrix[0], matrix[1], matrix[4], matrix[5], matrix[12], matrix[13]] : matrix;
},
_applySVGOrigin = function _applySVGOrigin(target, origin, originIsAbsolute, smooth, matrixArray, pluginToAddPropTweensTo) {
var cache = target._gsap,
matrix = matrixArray || _getMatrix(target, true),
xOriginOld = cache.xOrigin || 0,
yOriginOld = cache.yOrigin || 0,
xOffsetOld = cache.xOffset || 0,
yOffsetOld = cache.yOffset || 0,
a = matrix[0],
b = matrix[1],
c = matrix[2],
d = matrix[3],
tx = matrix[4],
ty = matrix[5],
originSplit = origin.split(" "),
xOrigin = parseFloat(originSplit[0]) || 0,
yOrigin = parseFloat(originSplit[1]) || 0,
bounds,
determinant,
x,
y;
if (!originIsAbsolute) {
bounds = _getBBox(target);
xOrigin = bounds.x + (~originSplit[0].indexOf("%") ? xOrigin / 100 * bounds.width : xOrigin);
yOrigin = bounds.y + (~(originSplit[1] || originSplit[0]).indexOf("%") ? yOrigin / 100 * bounds.height : yOrigin); // if (!("xOrigin" in cache) && (xOrigin || yOrigin)) { // added in 3.12.3, reverted in 3.12.4; requires more exploration
// xOrigin -= bounds.x;
// yOrigin -= bounds.y;
// }
} else if (matrix !== _identity2DMatrix && (determinant = a * d - b * c)) {
//if it's zero (like if scaleX and scaleY are zero), skip it to avoid errors with dividing by zero.
x = xOrigin * (d / determinant) + yOrigin * (-c / determinant) + (c * ty - d * tx) / determinant;
y = xOrigin * (-b / determinant) + yOrigin * (a / determinant) - (a * ty - b * tx) / determinant;
xOrigin = x;
yOrigin = y; // theory: we only had to do this for smoothing and it assumes that the previous one was not originIsAbsolute.
}
if (smooth || smooth !== false && cache.smooth) {
tx = xOrigin - xOriginOld;
ty = yOrigin - yOriginOld;
cache.xOffset = xOffsetOld + (tx * a + ty * c) - tx;
cache.yOffset = yOffsetOld + (tx * b + ty * d) - ty;
} else {
cache.xOffset = cache.yOffset = 0;
}
cache.xOrigin = xOrigin;
cache.yOrigin = yOrigin;
cache.smooth = !!smooth;
cache.origin = origin;
cache.originIsAbsolute = !!originIsAbsolute;
target.style[_transformOriginProp] = "0px 0px"; //otherwise, if someone sets an origin via CSS, it will likely interfere with the SVG transform attribute ones (because remember, we're baking the origin into the matrix() value).
if (pluginToAddPropTweensTo) {
_addNonTweeningPT(pluginToAddPropTweensTo, cache, "xOrigin", xOriginOld, xOrigin);
_addNonTweeningPT(pluginToAddPropTweensTo, cache, "yOrigin", yOriginOld, yOrigin);
_addNonTweeningPT(pluginToAddPropTweensTo, cache, "xOffset", xOffsetOld, cache.xOffset);
_addNonTweeningPT(pluginToAddPropTweensTo, cache, "yOffset", yOffsetOld, cache.yOffset);
}
target.setAttribute("data-svg-origin", xOrigin + " " + yOrigin);
},
_parseTransform = function _parseTransform(target, uncache) {
var cache = target._gsap || new GSCache(target);
if ("x" in cache && !uncache && !cache.uncache) {
return cache;
}
var style = target.style,
invertedScaleX = cache.scaleX < 0,
px = "px",
deg = "deg",
cs = getComputedStyle(target),
origin = _getComputedProperty(target, _transformOriginProp) || "0",
x,
y,
z,
scaleX,
scaleY,
rotation,
rotationX,
rotationY,
skewX,
skewY,
perspective,
xOrigin,
yOrigin,
matrix,
angle,
cos,
sin,
a,
b,
c,
d,
a12,
a22,
t1,
t2,
t3,
a13,
a23,
a33,
a42,
a43,
a32;
x = y = z = rotation = rotationX = rotationY = skewX = skewY = perspective = 0;
scaleX = scaleY = 1;
cache.svg = !!(target.getCTM && _isSVG(target));
if (cs.translate) {
// accommodate independent transforms by combining them into normal ones.
if (cs.translate !== "none" || cs.scale !== "none" || cs.rotate !== "none") {
style[_transformProp] = (cs.translate !== "none" ? "translate3d(" + (cs.translate + " 0 0").split(" ").slice(0, 3).join(", ") + ") " : "") + (cs.rotate !== "none" ? "rotate(" + cs.rotate + ") " : "") + (cs.scale !== "none" ? "scale(" + cs.scale.split(" ").join(",") + ") " : "") + (cs[_transformProp] !== "none" ? cs[_transformProp] : "");
}
style.scale = style.rotate = style.translate = "none";
}
matrix = _getMatrix(target, cache.svg);
if (cache.svg) {
if (cache.uncache) {
// if cache.uncache is true (and maybe if origin is 0,0), we need to set element.style.transformOrigin = (cache.xOrigin - bbox.x) + "px " + (cache.yOrigin - bbox.y) + "px". Previously we let the data-svg-origin stay instead, but when introducing revert(), it complicated things.
t2 = target.getBBox();
origin = cache.xOrigin - t2.x + "px " + (cache.yOrigin - t2.y) + "px";
t1 = "";
} else {
t1 = !uncache && target.getAttribute("data-svg-origin"); // Remember, to work around browser inconsistencies we always force SVG elements' transformOrigin to 0,0 and offset the translation accordingly.
}
_applySVGOrigin(target, t1 || origin, !!t1 || cache.originIsAbsolute, cache.smooth !== false, matrix);
}
xOrigin = cache.xOrigin || 0;
yOrigin = cache.yOrigin || 0;
if (matrix !== _identity2DMatrix) {
a = matrix[0]; //a11
b = matrix[1]; //a21
c = matrix[2]; //a31
d = matrix[3]; //a41
x = a12 = matrix[4];
y = a22 = matrix[5]; //2D matrix
if (matrix.length === 6) {
scaleX = Math.sqrt(a * a + b * b);
scaleY = Math.sqrt(d * d + c * c);
rotation = a || b ? _atan2(b, a) * _RAD2DEG : 0; //note: if scaleX is 0, we cannot accurately measure rotation. Same for skewX with a scaleY of 0. Therefore, we default to the previously recorded value (or zero if that doesn't exist).
skewX = c || d ? _atan2(c, d) * _RAD2DEG + rotation : 0;
skewX && (scaleY *= Math.abs(Math.cos(skewX * _DEG2RAD)));
if (cache.svg) {
x -= xOrigin - (xOrigin * a + yOrigin * c);
y -= yOrigin - (xOrigin * b + yOrigin * d);
} //3D matrix
} else {
a32 = matrix[6];
a42 = matrix[7];
a13 = matrix[8];
a23 = matrix[9];
a33 = matrix[10];
a43 = matrix[11];
x = matrix[12];
y = matrix[13];
z = matrix[14];
angle = _atan2(a32, a33);
rotationX = angle * _RAD2DEG; //rotationX
if (angle) {
cos = Math.cos(-angle);
sin = Math.sin(-angle);
t1 = a12 * cos + a13 * sin;
t2 = a22 * cos + a23 * sin;
t3 = a32 * cos + a33 * sin;
a13 = a12 * -sin + a13 * cos;
a23 = a22 * -sin + a23 * cos;
a33 = a32 * -sin + a33 * cos;
a43 = a42 * -sin + a43 * cos;
a12 = t1;
a22 = t2;
a32 = t3;
} //rotationY
angle = _atan2(-c, a33);
rotationY = angle * _RAD2DEG;
if (angle) {
cos = Math.cos(-angle);
sin = Math.sin(-angle);
t1 = a * cos - a13 * sin;
t2 = b * cos - a23 * sin;
t3 = c * cos - a33 * sin;
a43 = d * sin + a43 * cos;
a = t1;
b = t2;
c = t3;
} //rotationZ
angle = _atan2(b, a);
rotation = angle * _RAD2DEG;
if (angle) {
cos = Math.cos(angle);
sin = Math.sin(angle);
t1 = a * cos + b * sin;
t2 = a12 * cos + a22 * sin;
b = b * cos - a * sin;
a22 = a22 * cos - a12 * sin;
a = t1;
a12 = t2;
}
if (rotationX && Math.abs(rotationX) + Math.abs(rotation) > 359.9) {
//when rotationY is set, it will often be parsed as 180 degrees different than it should be, and rotationX and rotation both being 180 (it looks the same), so we adjust for that here.
rotationX = rotation = 0;
rotationY = 180 - rotationY;
}
scaleX = _round(Math.sqrt(a * a + b * b + c * c));
scaleY = _round(Math.sqrt(a22 * a22 + a32 * a32));
angle = _atan2(a12, a22);
skewX = Math.abs(angle) > 0.0002 ? angle * _RAD2DEG : 0;
perspective = a43 ? 1 / (a43 < 0 ? -a43 : a43) : 0;
}
if (cache.svg) {
//sense if there are CSS transforms applied on an SVG element in which case we must overwrite them when rendering. The transform attribute is more reliable cross-browser, but we can't just remove the CSS ones because they may be applied in a CSS rule somewhere (not just inline).
t1 = target.getAttribute("transform");
cache.forceCSS = target.setAttribute("transform", "") || !_isNullTransform(_getComputedProperty(target, _transformProp));
t1 && target.setAttribute("transform", t1);
}
}
if (Math.abs(skewX) > 90 && Math.abs(skewX) < 270) {
if (invertedScaleX) {
scaleX *= -1;
skewX += rotation <= 0 ? 180 : -180;
rotation += rotation <= 0 ? 180 : -180;
} else {
scaleY *= -1;
skewX += skewX <= 0 ? 180 : -180;
}
}
uncache = uncache || cache.uncache;
cache.x = x - ((cache.xPercent = x && (!uncache && cache.xPercent || (Math.round(target.offsetWidth / 2) === Math.round(-x) ? -50 : 0))) ? target.offsetWidth * cache.xPercent / 100 : 0) + px;
cache.y = y - ((cache.yPercent = y && (!uncache && cache.yPercent || (Math.round(target.offsetHeight / 2) === Math.round(-y) ? -50 : 0))) ? target.offsetHeight * cache.yPercent / 100 : 0) + px;
cache.z = z + px;
cache.scaleX = _round(scaleX);
cache.scaleY = _round(scaleY);
cache.rotation = _round(rotation) + deg;
cache.rotationX = _round(rotationX) + deg;
cache.rotationY = _round(rotationY) + deg;
cache.skewX = skewX + deg;
cache.skewY = skewY + deg;
cache.transformPerspective = perspective + px;
if (cache.zOrigin = parseFloat(origin.split(" ")[2]) || !uncache && cache.zOrigin || 0) {
style[_transformOriginProp] = _firstTwoOnly(origin);
}
cache.xOffset = cache.yOffset = 0;
cache.force3D = _config.force3D;
cache.renderTransform = cache.svg ? _renderSVGTransforms : _supports3D ? _renderCSSTransforms : _renderNon3DTransforms;
cache.uncache = 0;
return cache;
},
_firstTwoOnly = function _firstTwoOnly(value) {
return (value = value.split(" "))[0] + " " + value[1];
},
//for handling transformOrigin values, stripping out the 3rd dimension
_addPxTranslate = function _addPxTranslate(target, start, value) {
var unit = getUnit(start);
return _round(parseFloat(start) + parseFloat(_convertToUnit(target, "x", value + "px", unit))) + unit;
},
_renderNon3DTransforms = function _renderNon3DTransforms(ratio, cache) {
cache.z = "0px";
cache.rotationY = cache.rotationX = "0deg";
cache.force3D = 0;
_renderCSSTransforms(ratio, cache);
},
_zeroDeg = "0deg",
_zeroPx = "0px",
_endParenthesis = ") ",
_renderCSSTransforms = function _renderCSSTransforms(ratio, cache) {
var _ref = cache || this,
xPercent = _ref.xPercent,
yPercent = _ref.yPercent,
x = _ref.x,
y = _ref.y,
z = _ref.z,
rotation = _ref.rotation,
rotationY = _ref.rotationY,
rotationX = _ref.rotationX,
skewX = _ref.skewX,
skewY = _ref.skewY,
scaleX = _ref.scaleX,
scaleY = _ref.scaleY,
transformPerspective = _ref.transformPerspective,
force3D = _ref.force3D,
target = _ref.target,
zOrigin = _ref.zOrigin,
transforms = "",
use3D = force3D === "auto" && ratio && ratio !== 1 || force3D === true; // Safari has a bug that causes it not to render 3D transform-origin values properly, so we force the z origin to 0, record it in the cache, and then do the math here to offset the translate values accordingly (basically do the 3D transform-origin part manually)
if (zOrigin && (rotationX !== _zeroDeg || rotationY !== _zeroDeg)) {
var angle = parseFloat(rotationY) * _DEG2RAD,
a13 = Math.sin(angle),
a33 = Math.cos(angle),
cos;
angle = parseFloat(rotationX) * _DEG2RAD;
cos = Math.cos(angle);
x = _addPxTranslate(target, x, a13 * cos * -zOrigin);
y = _addPxTranslate(target, y, -Math.sin(angle) * -zOrigin);
z = _addPxTranslate(target, z, a33 * cos * -zOrigin + zOrigin);
}
if (transformPerspective !== _zeroPx) {
transforms += "perspective(" + transformPerspective + _endParenthesis;
}
if (xPercent || yPercent) {
transforms += "translate(" + xPercent + "%, " + yPercent + "%) ";
}
if (use3D || x !== _zeroPx || y !== _zeroPx || z !== _zeroPx) {
transforms += z !== _zeroPx || use3D ? "translate3d(" + x + ", " + y + ", " + z + ") " : "translate(" + x + ", " + y + _endParenthesis;
}
if (rotation !== _zeroDeg) {
transforms += "rotate(" + rotation + _endParenthesis;
}
if (rotationY !== _zeroDeg) {
transforms += "rotateY(" + rotationY + _endParenthesis;
}
if (rotationX !== _zeroDeg) {
transforms += "rotateX(" + rotationX + _endParenthesis;
}
if (skewX !== _zeroDeg || skewY !== _zeroDeg) {
transforms += "skew(" + skewX + ", " + skewY + _endParenthesis;
}
if (scaleX !== 1 || scaleY !== 1) {
transforms += "scale(" + scaleX + ", " + scaleY + _endParenthesis;
}
target.style[_transformProp] = transforms || "translate(0, 0)";
},
_renderSVGTransforms = function _renderSVGTransforms(ratio, cache) {
var _ref2 = cache || this,
xPercent = _ref2.xPercent,
yPercent = _ref2.yPercent,
x = _ref2.x,
y = _ref2.y,
rotation = _ref2.rotation,
skewX = _ref2.skewX,
skewY = _ref2.skewY,
scaleX = _ref2.scaleX,
scaleY = _ref2.scaleY,
target = _ref2.target,
xOrigin = _ref2.xOrigin,
yOrigin = _ref2.yOrigin,
xOffset = _ref2.xOffset,
yOffset = _ref2.yOffset,
forceCSS = _ref2.forceCSS,
tx = parseFloat(x),
ty = parseFloat(y),
a11,
a21,
a12,
a22,
temp;
rotation = parseFloat(rotation);
skewX = parseFloat(skewX);
skewY = parseFloat(skewY);
if (skewY) {
//for performance reasons, we combine all skewing into the skewX and rotation values. Remember, a skewY of 10 degrees looks the same as a rotation of 10 degrees plus a skewX of 10 degrees.
skewY = parseFloat(skewY);
skewX += skewY;
rotation += skewY;
}
if (rotation || skewX) {
rotation *= _DEG2RAD;
skewX *= _DEG2RAD;
a11 = Math.cos(rotation) * scaleX;
a21 = Math.sin(rotation) * scaleX;
a12 = Math.sin(rotation - skewX) * -scaleY;
a22 = Math.cos(rotation - skewX) * scaleY;
if (skewX) {
skewY *= _DEG2RAD;
temp = Math.tan(skewX - skewY);
temp = Math.sqrt(1 + temp * temp);
a12 *= temp;
a22 *= temp;
if (skewY) {
temp = Math.tan(skewY);
temp = Math.sqrt(1 + temp * temp);
a11 *= temp;
a21 *= temp;
}
}
a11 = _round(a11);
a21 = _round(a21);
a12 = _round(a12);
a22 = _round(a22);
} else {
a11 = scaleX;
a22 = scaleY;
a21 = a12 = 0;
}
if (tx && !~(x + "").indexOf("px") || ty && !~(y + "").indexOf("px")) {
tx = _convertToUnit(target, "x", x, "px");
ty = _convertToUnit(target, "y", y, "px");
}
if (xOrigin || yOrigin || xOffset || yOffset) {
tx = _round(tx + xOrigin - (xOrigin * a11 + yOrigin * a12) + xOffset);
ty = _round(ty + yOrigin - (xOrigin * a21 + yOrigin * a22) + yOffset);
}
if (xPercent || yPercent) {
//The SVG spec doesn't support percentage-based translation in the "transform" attribute, so we merge it into the translation to simulate it.
temp = target.getBBox();
tx = _round(tx + xPercent / 100 * temp.width);
ty = _round(ty + yPercent / 100 * temp.height);
}
temp = "matrix(" + a11 + "," + a21 + "," + a12 + "," + a22 + "," + tx + "," + ty + ")";
target.setAttribute("transform", temp);
forceCSS && (target.style[_transformProp] = temp); //some browsers prioritize CSS transforms over the transform attribute. When we sense that the user has CSS transforms applied, we must overwrite them this way (otherwise some browser simply won't render the transform attribute changes!)
},
_addRotationalPropTween = function _addRotationalPropTween(plugin, target, property, startNum, endValue) {
var cap = 360,
isString = _isString(endValue),
endNum = parseFloat(endValue) * (isString && ~endValue.indexOf("rad") ? _RAD2DEG : 1),
change = endNum - startNum,
finalValue = startNum + change + "deg",
direction,
pt;
if (isString) {
direction = endValue.split("_")[1];
if (direction === "short") {
change %= cap;
if (change !== change % (cap / 2)) {
change += change < 0 ? cap : -360;
}
}
if (direction === "cw" && change < 0) {
change = (change + cap * _bigNum) % cap - ~~(change / cap) * cap;
} else if (direction === "ccw" && change > 0) {
change = (change - cap * _bigNum) % cap - ~~(change / cap) * cap;
}
}
plugin._pt = pt = new PropTween(plugin._pt, target, property, startNum, change, _renderPropWithEnd);
pt.e = finalValue;
pt.u = "deg";
plugin._props.push(property);
return pt;
},
_assign = function _assign(target, source) {
// Internet Explorer doesn't have Object.assign(), so we recreate it here.
for (var p in source) {
target[p] = source[p];
}
return target;
},
_addRawTransformPTs = function _addRawTransformPTs(plugin, transforms, target) {
//for handling cases where someone passes in a whole transform string, like transform: "scale(2, 3) rotate(20deg) translateY(30em)"
var startCache = _assign({}, target._gsap),
exclude = "perspective,force3D,transformOrigin,svgOrigin",
style = target.style,
endCache,
p,
startValue,
endValue,
startNum,
endNum,
startUnit,
endUnit;
if (startCache.svg) {
startValue = target.getAttribute("transform");
target.setAttribute("transform", "");
style[_transformProp] = transforms;
endCache = _parseTransform(target, 1);
_removeProperty(target, _transformProp);
target.setAttribute("transform", startValue);
} else {
startValue = getComputedStyle(target)[_transformProp];
style[_transformProp] = transforms;
endCache = _parseTransform(target, 1);
style[_transformProp] = startValue;
}
for (p in _transformProps) {
startValue = startCache[p];
endValue = endCache[p];
if (startValue !== endValue && exclude.indexOf(p) < 0) {
//tweening to no perspective gives very unintuitive results - just keep the same perspective in that case.
startUnit = getUnit(startValue);
endUnit = getUnit(endValue);
startNum = startUnit !== endUnit ? _convertToUnit(target, p, startValue, endUnit) : parseFloat(startValue);
endNum = parseFloat(endValue);
plugin._pt = new PropTween(plugin._pt, endCache, p, startNum, endNum - startNum, _renderCSSProp);
plugin._pt.u = endUnit || 0;
plugin._props.push(p);
}
}
_assign(endCache, startCache);
}; // handle splitting apart padding, margin, borderWidth, and borderRadius into their 4 components. Firefox, for example, won't report borderRadius correctly - it will only do borderTopLeftRadius and the other corners. We also want to handle paddingTop, marginLeft, borderRightWidth, etc.
_forEachName("padding,margin,Width,Radius", function (name, index) {
var t = "Top",
r = "Right",
b = "Bottom",
l = "Left",
props = (index < 3 ? [t, r, b, l] : [t + l, t + r, b + r, b + l]).map(function (side) {
return index < 2 ? name + side : "border" + side + name;
});
_specialProps[index > 1 ? "border" + name : name] = function (plugin, target, property, endValue, tween) {
var a, vars;
if (arguments.length < 4) {
// getter, passed target, property, and unit (from _get())
a = props.map(function (prop) {
return _get(plugin, prop, property);
});
vars = a.join(" ");
return vars.split(a[0]).length === 5 ? a[0] : vars;
}
a = (endValue + "").split(" ");
vars = {};
props.forEach(function (prop, i) {
return vars[prop] = a[i] = a[i] || a[(i - 1) / 2 | 0];
});
plugin.init(target, vars, tween);
};
});
var CSSPlugin = {
name: "css",
register: _initCore,
targetTest: function targetTest(target) {
return target.style && target.nodeType;
},
init: function init(target, vars, tween, index, targets) {
var props = this._props,
style = target.style,
startAt = tween.vars.startAt,
startValue,
endValue,
endNum,
startNum,
type,
specialProp,
p,
startUnit,
endUnit,
relative,
isTransformRelated,
transformPropTween,
cache,
smooth,
hasPriority,
inlineProps;
_pluginInitted || _initCore(); // we may call init() multiple times on the same plugin instance, like when adding special properties, so make sure we don't overwrite the revert data or inlineProps
this.styles = this.styles || _getStyleSaver(target);
inlineProps = this.styles.props;
this.tween = tween;
for (p in vars) {
if (p === "autoRound") {
continue;
}
endValue = vars[p];
if (_plugins[p] && _checkPlugin(p, vars, tween, index, target, targets)) {
// plugins
continue;
}
type = typeof endValue;
specialProp = _specialProps[p];
if (type === "function") {
endValue = endValue.call(tween, index, target, targets);
type = typeof endValue;
}
if (type === "string" && ~endValue.indexOf("random(")) {
endValue = _replaceRandom(endValue);
}
if (specialProp) {
specialProp(this, target, p, endValue, tween) && (hasPriority = 1);
} else if (p.substr(0, 2) === "--") {
//CSS variable
startValue = (getComputedStyle(target).getPropertyValue(p) + "").trim();
endValue += "";
_colorExp.lastIndex = 0;
if (!_colorExp.test(startValue)) {
// colors don't have units
startUnit = getUnit(startValue);
endUnit = getUnit(endValue);
}
endUnit ? startUnit !== endUnit && (startValue = _convertToUnit(target, p, startValue, endUnit) + endUnit) : startUnit && (endValue += startUnit);
this.add(style, "setProperty", startValue, endValue, index, targets, 0, 0, p);
props.push(p);
inlineProps.push(p, 0, style[p]);
} else if (type !== "undefined") {
if (startAt && p in startAt) {
// in case someone hard-codes a complex value as the start, like top: "calc(2vh / 2)". Without this, it'd use the computed value (always in px)
startValue = typeof startAt[p] === "function" ? startAt[p].call(tween, index, target, targets) : startAt[p];
_isString(startValue) && ~startValue.indexOf("random(") && (startValue = _replaceRandom(startValue));
getUnit(startValue + "") || startValue === "auto" || (startValue += _config.units[p] || getUnit(_get(target, p)) || ""); // for cases when someone passes in a unitless value like {x: 100}; if we try setting translate(100, 0px) it won't work.
(startValue + "").charAt(1) === "=" && (startValue = _get(target, p)); // can't work with relative values
} else {
startValue = _get(target, p);
}
startNum = parseFloat(startValue);
relative = type === "string" && endValue.charAt(1) === "=" && endValue.substr(0, 2);
relative && (endValue = endValue.substr(2));
endNum = parseFloat(endValue);
if (p in _propertyAliases) {
if (p === "autoAlpha") {
//special case where we control the visibility along with opacity. We still allow the opacity value to pass through and get tweened.
if (startNum === 1 && _get(target, "visibility") === "hidden" && endNum) {
//if visibility is initially set to "hidden", we should interpret that as intent to make opacity 0 (a convenience)
startNum = 0;
}
inlineProps.push("visibility", 0, style.visibility);
_addNonTweeningPT(this, style, "visibility", startNum ? "inherit" : "hidden", endNum ? "inherit" : "hidden", !endNum);
}
if (p !== "scale" && p !== "transform") {
p = _propertyAliases[p];
~p.indexOf(",") && (p = p.split(",")[0]);
}
}
isTransformRelated = p in _transformProps; //--- TRANSFORM-RELATED ---
if (isTransformRelated) {
this.styles.save(p);
if (!transformPropTween) {
cache = target._gsap;
cache.renderTransform && !vars.parseTransform || _parseTransform(target, vars.parseTransform); // if, for example, gsap.set(... {transform:"translateX(50vw)"}), the _get() call doesn't parse the transform, thus cache.renderTransform won't be set yet so force the parsing of the transform here.
smooth = vars.smoothOrigin !== false && cache.smooth;
transformPropTween = this._pt = new PropTween(this._pt, style, _transformProp, 0, 1, cache.renderTransform, cache, 0, -1); //the first time through, create the rendering PropTween so that it runs LAST (in the linked list, we keep adding to the beginning)
transformPropTween.dep = 1; //flag it as dependent so that if things get killed/overwritten and this is the only PropTween left, we can safely kill the whole tween.
}
if (p === "scale") {
this._pt = new PropTween(this._pt, cache, "scaleY", cache.scaleY, (relative ? _parseRelative(cache.scaleY, relative + endNum) : endNum) - cache.scaleY || 0, _renderCSSProp);
this._pt.u = 0;
props.push("scaleY", p);
p += "X";
} else if (p === "transformOrigin") {
inlineProps.push(_transformOriginProp, 0, style[_transformOriginProp]);
endValue = _convertKeywordsToPercentages(endValue); //in case something like "left top" or "bottom right" is passed in. Convert to percentages.
if (cache.svg) {
_applySVGOrigin(target, endValue, 0, smooth, 0, this);
} else {
endUnit = parseFloat(endValue.split(" ")[2]) || 0; //handle the zOrigin separately!
endUnit !== cache.zOrigin && _addNonTweeningPT(this, cache, "zOrigin", cache.zOrigin, endUnit);
_addNonTweeningPT(this, style, p, _firstTwoOnly(startValue), _firstTwoOnly(endValue));
}
continue;
} else if (p === "svgOrigin") {
_applySVGOrigin(target, endValue, 1, smooth, 0, this);
continue;
} else if (p in _rotationalProperties) {
_addRotationalPropTween(this, cache, p, startNum, relative ? _parseRelative(startNum, relative + endValue) : endValue);
continue;
} else if (p === "smoothOrigin") {
_addNonTweeningPT(this, cache, "smooth", cache.smooth, endValue);
continue;
} else if (p === "force3D") {
cache[p] = endValue;
continue;
} else if (p === "transform") {
_addRawTransformPTs(this, endValue, target);
continue;
}
} else if (!(p in style)) {
p = _checkPropPrefix(p) || p;
}
if (isTransformRelated || (endNum || endNum === 0) && (startNum || startNum === 0) && !_complexExp.test(endValue) && p in style) {
startUnit = (startValue + "").substr((startNum + "").length);
endNum || (endNum = 0); // protect against NaN
endUnit = getUnit(endValue) || (p in _config.units ? _config.units[p] : startUnit);
startUnit !== endUnit && (startNum = _convertToUnit(target, p, startValue, endUnit));
this._pt = new PropTween(this._pt, isTransformRelated ? cache : style, p, startNum, (relative ? _parseRelative(startNum, relative + endNum) : endNum) - startNum, !isTransformRelated && (endUnit === "px" || p === "zIndex") && vars.autoRound !== false ? _renderRoundedCSSProp : _renderCSSProp);
this._pt.u = endUnit || 0;
if (startUnit !== endUnit && endUnit !== "%") {
//when the tween goes all the way back to the beginning, we need to revert it to the OLD/ORIGINAL value (with those units). We record that as a "b" (beginning) property and point to a render method that handles that. (performance optimization)
this._pt.b = startValue;
this._pt.r = _renderCSSPropWithBeginning;
}
} else if (!(p in style)) {
if (p in target) {
//maybe it's not a style - it could be a property added directly to an element in which case we'll try to animate that.
this.add(target, p, startValue || target[p], relative ? relative + endValue : endValue, index, targets);
} else if (p !== "parseTransform") {
_missingPlugin(p, endValue);
continue;
}
} else {
_tweenComplexCSSString.call(this, target, p, startValue, relative ? relative + endValue : endValue);
}
isTransformRelated || (p in style ? inlineProps.push(p, 0, style[p]) : typeof target[p] === "function" ? inlineProps.push(p, 2, target[p]()) : inlineProps.push(p, 1, startValue || target[p]));
props.push(p);
}
}
hasPriority && _sortPropTweensByPriority(this);
},
render: function render(ratio, data) {
if (data.tween._time || !_reverting()) {
var pt = data._pt;
while (pt) {
pt.r(ratio, pt.d);
pt = pt._next;
}
} else {
data.styles.revert();
}
},
get: _get,
aliases: _propertyAliases,
getSetter: function getSetter(target, property, plugin) {
//returns a setter function that accepts target, property, value and applies it accordingly. Remember, properties like "x" aren't as simple as target.style.property = value because they've got to be applied to a proxy object and then merged into a transform string in a renderer.
var p = _propertyAliases[property];
p && p.indexOf(",") < 0 && (property = p);
return property in _transformProps && property !== _transformOriginProp && (target._gsap.x || _get(target, "x")) ? plugin && _recentSetterPlugin === plugin ? property === "scale" ? _setterScale : _setterTransform : (_recentSetterPlugin = plugin || {}) && (property === "scale" ? _setterScaleWithRender : _setterTransformWithRender) : target.style && !_isUndefined(target.style[property]) ? _setterCSSStyle : ~property.indexOf("-") ? _setterCSSProp : _getSetter(target, property);
},
core: {
_removeProperty: _removeProperty,
_getMatrix: _getMatrix
}
};
gsap.utils.checkPrefix = _checkPropPrefix;
gsap.core.getStyleSaver = _getStyleSaver;
(function (positionAndScale, rotation, others, aliases) {
var all = _forEachName(positionAndScale + "," + rotation + "," + others, function (name) {
_transformProps[name] = 1;
});
_forEachName(rotation, function (name) {
_config.units[name] = "deg";
_rotationalProperties[name] = 1;
});
_propertyAliases[all[13]] = positionAndScale + "," + rotation;
_forEachName(aliases, function (name) {
var split = name.split(":");
_propertyAliases[split[1]] = all[split[0]];
});
})("x,y,z,scale,scaleX,scaleY,xPercent,yPercent", "rotation,rotationX,rotationY,skewX,skewY", "transform,transformOrigin,svgOrigin,force3D,smoothOrigin,transformPerspective", "0:translateX,1:translateY,2:translateZ,8:rotate,8:rotationZ,8:rotateZ,9:rotateX,10:rotateY");
_forEachName("x,y,z,top,right,bottom,left,width,height,fontSize,padding,margin,perspective", function (name) {
_config.units[name] = "px";
});
gsap.registerPlugin(CSSPlugin);
var gsapWithCSS = gsap.registerPlugin(CSSPlugin) || gsap;
// to protect from tree shaking
gsapWithCSS.core.Tween;
var vertexShader = "varying vec2 vUv;void main(){vUv=uv;vec4 modelViewPosition=modelViewMatrix*vec4(position,1.0);gl_Position=projectionMatrix*modelViewPosition;}";
var fragmentShader = "uniform sampler2D uTexture;uniform vec2 uMouse;uniform float uHover;varying vec2 vUv;void main(){float blocks=20.0;vec2 blockUv=floor(vUv*blocks)/blocks;vec2 mouse=uMouse;float distance=length(blockUv-mouse);float effect=smoothstep(0.3,0.0,distance);vec2 distortion=vec2(0.03)*effect;vec4 color=texture2D(uTexture,vUv+(distortion*uHover));gl_FragColor=color;}";
function applyImageEffect(selector) {
// Create scene
const scene = new Scene();
// Calculate FOV based on viewport height
const viewportHeight = window.innerHeight;
const fov = 2 * Math.atan((viewportHeight / 2) / 1000) * (180 / Math.PI);
// Create camera
const camera = new PerspectiveCamera(fov, window.innerWidth / window.innerHeight, 0.1, 2000);
camera.position.z = 1000;
// Create renderer
const canvas = document.querySelector('#canvas');
Object.assign(canvas.style, {
zIndex: "10000",
width: "100%",
height: "100%"
});
const renderer = new WebGLRenderer({
canvas: canvas,
alpha: true,
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
// Create raycaster
const raycaster = new Raycaster();
const mouse = new Vector2();
const images = document.querySelectorAll(selector);
const planes = [];
images.forEach(image => {
image.style.opacity = 0;
const imgbounds = image.getBoundingClientRect();
const geometry = new PlaneGeometry(imgbounds.width, imgbounds.height, 1, 1);
// Load texture with a promise to ensure it's loaded before continuing
const textureLoader = new TextureLoader();
textureLoader.load(image.src, (texture) => {
const material = new ShaderMaterial({
uniforms: {
uTexture: { value: texture },
uMouse: { value: new Vector2(0.5, 0.5) },
uHover: { value: 0 }
},
vertexShader,
fragmentShader,
transparent: true
});
const plane = new Mesh(geometry, material);
planes.push(plane);
const x = imgbounds.left + imgbounds.width / 2 - window.innerWidth / 2;
const y = -imgbounds.top - imgbounds.height / 2 + window.innerHeight / 2;
plane.position.set(x, y, 0);
scene.add(plane);
// Only hide original image after plane is added
image.style.opacity = 0;
});
});
function updatePlanePosition() {
planes.forEach((plane, index) => {
const imgbounds = images[index].getBoundingClientRect();
const x = imgbounds.left + imgbounds.width / 2 - window.innerWidth / 2;
const y = -imgbounds.top - imgbounds.height / 2 + window.innerHeight / 2;
plane.position.set(x, y, 0);
});
}
function animate() {
requestAnimationFrame(animate);
updatePlanePosition();
renderer.render(scene, camera);
}
window.addEventListener('resize', () => {
const newViewportHeight = window.innerHeight;
camera.fov = 2 * Math.atan((newViewportHeight / 2) / 1000) * (180 / Math.PI);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
updatePlanePosition();
});
window.addEventListener('mousemove', (e) => {
mouse.x = (e.clientX / window.innerWidth) * 2 - 1;
mouse.y = -(e.clientY / window.innerHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
const intersects = raycaster.intersectObjects(planes);
planes.forEach(plane => {
if (!intersects.length || plane !== intersects[0].object) {
gsapWithCSS.to(plane.material.uniforms.uHover, { value: 0, duration: 0.8, ease: "elastic.out(1, 0.3)" });
}
});
if (intersects.length > 0) {
const intersectionUv = intersects[0].uv;
const intersectedPlane = intersects[0].object;
gsapWithCSS.to(intersectedPlane.material.uniforms.uMouse.value, {
x: intersectionUv.x,
y: intersectionUv.y,
duration: 0.8,
ease: "elastic.out(1, 0.3)"
});
gsapWithCSS.to(intersectedPlane.material.uniforms.uHover, {
value: 1,
duration: 0.8,
ease: "elastic.out(1, 0.3)"
});
}
});
animate();
}
export { applyImageEffect as default };
//# sourceMappingURL=main.js.map