Initial project import

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drjones
2026-06-13 17:36:44 -07:00
commit ad2a18cc8d
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import { Color, Node } from 'three/webgpu';
import { NodeUpdateType, renderGroup, uniform } from 'three/tsl';
/**
* Batched data node for ambient lights in dynamic lighting mode.
*
* @augments Node
*/
class AmbientLightDataNode extends Node {
static get type() {
return 'AmbientLightDataNode';
}
constructor() {
super();
this._color = new Color();
this._lights = [];
this.colorNode = uniform( this._color ).setGroup( renderGroup );
this.updateType = NodeUpdateType.RENDER;
}
setLights( lights ) {
this._lights = lights;
return this;
}
update() {
this._color.setScalar( 0 );
for ( let i = 0; i < this._lights.length; i ++ ) {
const light = this._lights[ i ];
this._color.r += light.color.r * light.intensity;
this._color.g += light.color.g * light.intensity;
this._color.b += light.color.b * light.intensity;
}
}
setup( builder ) {
builder.context.irradiance.addAssign( this.colorNode );
}
}
export default AmbientLightDataNode;

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import { Color, Node, Vector3 } from 'three/webgpu';
import { Loop, NodeUpdateType, renderGroup, uniform, uniformArray, vec3 } from 'three/tsl';
const _lightPosition = /*@__PURE__*/ new Vector3();
const _targetPosition = /*@__PURE__*/ new Vector3();
const warn = ( message ) => {
console.warn( `THREE.DirectionalLightDataNode: ${ message }` );
};
/**
* Batched data node for directional lights in dynamic lighting mode.
*
* @augments Node
*/
class DirectionalLightDataNode extends Node {
static get type() {
return 'DirectionalLightDataNode';
}
constructor( maxCount = 8 ) {
super();
this.maxCount = maxCount;
this._lights = [];
this._colors = [];
this._directions = [];
for ( let i = 0; i < maxCount; i ++ ) {
this._colors.push( new Color() );
this._directions.push( new Vector3() );
}
this.colorsNode = uniformArray( this._colors, 'color' ).setGroup( renderGroup );
this.directionsNode = uniformArray( this._directions, 'vec3' ).setGroup( renderGroup );
this.countNode = uniform( 0, 'int' ).setGroup( renderGroup );
this.updateType = NodeUpdateType.RENDER;
}
setLights( lights ) {
if ( lights.length > this.maxCount ) {
warn( `${ lights.length } lights exceed the configured max of ${ this.maxCount }. Excess lights are ignored.` );
}
this._lights = lights;
return this;
}
update( { camera } ) {
const count = Math.min( this._lights.length, this.maxCount );
this.countNode.value = count;
for ( let i = 0; i < count; i ++ ) {
const light = this._lights[ i ];
this._colors[ i ].copy( light.color ).multiplyScalar( light.intensity );
_lightPosition.setFromMatrixPosition( light.matrixWorld );
_targetPosition.setFromMatrixPosition( light.target.matrixWorld );
this._directions[ i ].subVectors( _lightPosition, _targetPosition ).transformDirection( camera.matrixWorldInverse );
}
}
setup( builder ) {
const { lightingModel, reflectedLight } = builder.context;
const dynDiffuse = vec3( 0 ).toVar( 'dynDirectionalDiffuse' );
const dynSpecular = vec3( 0 ).toVar( 'dynDirectionalSpecular' );
Loop( this.countNode, ( { i } ) => {
const lightColor = this.colorsNode.element( i ).toVar();
const lightDirection = this.directionsNode.element( i ).normalize().toVar();
lightingModel.direct( {
lightDirection,
lightColor,
lightNode: { light: {}, shadowNode: null },
reflectedLight: { directDiffuse: dynDiffuse, directSpecular: dynSpecular }
}, builder );
} );
reflectedLight.directDiffuse.addAssign( dynDiffuse );
reflectedLight.directSpecular.addAssign( dynSpecular );
}
}
export default DirectionalLightDataNode;

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import { Color, Node, Vector3 } from 'three/webgpu';
import { Loop, NodeUpdateType, mix, normalWorld, renderGroup, uniform, uniformArray } from 'three/tsl';
const warn = ( message ) => {
console.warn( `THREE.HemisphereLightDataNode: ${ message }` );
};
/**
* Batched data node for hemisphere lights in dynamic lighting mode.
*
* @augments Node
*/
class HemisphereLightDataNode extends Node {
static get type() {
return 'HemisphereLightDataNode';
}
constructor( maxCount = 4 ) {
super();
this.maxCount = maxCount;
this._lights = [];
this._skyColors = [];
this._groundColors = [];
this._directions = [];
for ( let i = 0; i < maxCount; i ++ ) {
this._skyColors.push( new Color() );
this._groundColors.push( new Color() );
this._directions.push( new Vector3() );
}
this.skyColorsNode = uniformArray( this._skyColors, 'color' ).setGroup( renderGroup );
this.groundColorsNode = uniformArray( this._groundColors, 'color' ).setGroup( renderGroup );
this.directionsNode = uniformArray( this._directions, 'vec3' ).setGroup( renderGroup );
this.countNode = uniform( 0, 'int' ).setGroup( renderGroup );
this.updateType = NodeUpdateType.RENDER;
}
setLights( lights ) {
if ( lights.length > this.maxCount ) {
warn( `${ lights.length } lights exceed the configured max of ${ this.maxCount }. Excess lights are ignored.` );
}
this._lights = lights;
return this;
}
update() {
const count = Math.min( this._lights.length, this.maxCount );
this.countNode.value = count;
for ( let i = 0; i < count; i ++ ) {
const light = this._lights[ i ];
this._skyColors[ i ].copy( light.color ).multiplyScalar( light.intensity );
this._groundColors[ i ].copy( light.groundColor ).multiplyScalar( light.intensity );
this._directions[ i ].setFromMatrixPosition( light.matrixWorld ).normalize();
}
}
setup( builder ) {
Loop( this.countNode, ( { i } ) => {
const skyColor = this.skyColorsNode.element( i );
const groundColor = this.groundColorsNode.element( i );
const lightDirection = this.directionsNode.element( i );
const hemiDiffuseWeight = normalWorld.dot( lightDirection ).mul( 0.5 ).add( 0.5 );
const irradiance = mix( groundColor, skyColor, hemiDiffuseWeight );
builder.context.irradiance.addAssign( irradiance );
} );
}
}
export default HemisphereLightDataNode;

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import { Color, Node, Vector3, Vector4 } from 'three/webgpu';
import { Loop, NodeUpdateType, getDistanceAttenuation, positionView, renderGroup, uniform, uniformArray, vec3 } from 'three/tsl';
const _position = /*@__PURE__*/ new Vector3();
const warn = ( message ) => {
console.warn( `THREE.PointLightDataNode: ${ message }` );
};
/**
* Batched data node for point lights in dynamic lighting mode.
*
* @augments Node
*/
class PointLightDataNode extends Node {
static get type() {
return 'PointLightDataNode';
}
constructor( maxCount = 16 ) {
super();
this.maxCount = maxCount;
this._lights = [];
this._colors = [];
this._positionsAndCutoff = [];
this._decays = [];
for ( let i = 0; i < maxCount; i ++ ) {
this._colors.push( new Color() );
this._positionsAndCutoff.push( new Vector4() );
this._decays.push( new Vector4() );
}
this.colorsNode = uniformArray( this._colors, 'color' ).setGroup( renderGroup );
this.positionsAndCutoffNode = uniformArray( this._positionsAndCutoff, 'vec4' ).setGroup( renderGroup );
this.decaysNode = uniformArray( this._decays, 'vec4' ).setGroup( renderGroup );
this.countNode = uniform( 0, 'int' ).setGroup( renderGroup );
this.updateType = NodeUpdateType.RENDER;
}
setLights( lights ) {
if ( lights.length > this.maxCount ) {
warn( `${ lights.length } lights exceed the configured max of ${ this.maxCount }. Excess lights are ignored.` );
}
this._lights = lights;
return this;
}
update( { camera } ) {
const count = Math.min( this._lights.length, this.maxCount );
this.countNode.value = count;
for ( let i = 0; i < count; i ++ ) {
const light = this._lights[ i ];
this._colors[ i ].copy( light.color ).multiplyScalar( light.intensity );
_position.setFromMatrixPosition( light.matrixWorld );
_position.applyMatrix4( camera.matrixWorldInverse );
const positionAndCutoff = this._positionsAndCutoff[ i ];
positionAndCutoff.x = _position.x;
positionAndCutoff.y = _position.y;
positionAndCutoff.z = _position.z;
positionAndCutoff.w = light.distance;
this._decays[ i ].x = light.decay;
}
}
setup( builder ) {
const surfacePosition = builder.context.positionView || positionView;
const { lightingModel, reflectedLight } = builder.context;
const dynDiffuse = vec3( 0 ).toVar( 'dynPointDiffuse' );
const dynSpecular = vec3( 0 ).toVar( 'dynPointSpecular' );
Loop( this.countNode, ( { i } ) => {
const positionAndCutoff = this.positionsAndCutoffNode.element( i );
const lightViewPosition = positionAndCutoff.xyz;
const cutoffDistance = positionAndCutoff.w;
const decayExponent = this.decaysNode.element( i ).x;
const lightVector = lightViewPosition.sub( surfacePosition ).toVar();
const lightDirection = lightVector.normalize().toVar();
const lightDistance = lightVector.length();
const attenuation = getDistanceAttenuation( {
lightDistance,
cutoffDistance,
decayExponent
} );
const lightColor = this.colorsNode.element( i ).mul( attenuation ).toVar();
lightingModel.direct( {
lightDirection,
lightColor,
lightNode: { light: {}, shadowNode: null },
reflectedLight: { directDiffuse: dynDiffuse, directSpecular: dynSpecular }
}, builder );
} );
reflectedLight.directDiffuse.addAssign( dynDiffuse );
reflectedLight.directSpecular.addAssign( dynSpecular );
}
}
export default PointLightDataNode;

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import { Color, Node, Vector3, Vector4 } from 'three/webgpu';
import { Loop, NodeUpdateType, getDistanceAttenuation, positionView, renderGroup, smoothstep, uniform, uniformArray, vec3 } from 'three/tsl';
const _lightPosition = /*@__PURE__*/ new Vector3();
const _targetPosition = /*@__PURE__*/ new Vector3();
const warn = ( message ) => {
console.warn( `THREE.SpotLightDataNode: ${ message }` );
};
/**
* Batched data node for simple spot lights in dynamic lighting mode.
*
* Projected spot lights keep the default per-light path.
*
* @augments Node
*/
class SpotLightDataNode extends Node {
static get type() {
return 'SpotLightDataNode';
}
constructor( maxCount = 16 ) {
super();
this.maxCount = maxCount;
this._lights = [];
this._colors = [];
this._positionsAndCutoff = [];
this._directionsAndDecay = [];
this._cones = [];
for ( let i = 0; i < maxCount; i ++ ) {
this._colors.push( new Color() );
this._positionsAndCutoff.push( new Vector4() );
this._directionsAndDecay.push( new Vector4() );
this._cones.push( new Vector4() );
}
this.colorsNode = uniformArray( this._colors, 'color' ).setGroup( renderGroup );
this.positionsAndCutoffNode = uniformArray( this._positionsAndCutoff, 'vec4' ).setGroup( renderGroup );
this.directionsAndDecayNode = uniformArray( this._directionsAndDecay, 'vec4' ).setGroup( renderGroup );
this.conesNode = uniformArray( this._cones, 'vec4' ).setGroup( renderGroup );
this.countNode = uniform( 0, 'int' ).setGroup( renderGroup );
this.updateType = NodeUpdateType.RENDER;
}
setLights( lights ) {
if ( lights.length > this.maxCount ) {
warn( `${ lights.length } lights exceed the configured max of ${ this.maxCount }. Excess lights are ignored.` );
}
this._lights = lights;
return this;
}
update( { camera } ) {
const count = Math.min( this._lights.length, this.maxCount );
this.countNode.value = count;
for ( let i = 0; i < count; i ++ ) {
const light = this._lights[ i ];
this._colors[ i ].copy( light.color ).multiplyScalar( light.intensity );
_lightPosition.setFromMatrixPosition( light.matrixWorld );
_lightPosition.applyMatrix4( camera.matrixWorldInverse );
const positionAndCutoff = this._positionsAndCutoff[ i ];
positionAndCutoff.x = _lightPosition.x;
positionAndCutoff.y = _lightPosition.y;
positionAndCutoff.z = _lightPosition.z;
positionAndCutoff.w = light.distance;
_lightPosition.setFromMatrixPosition( light.matrixWorld );
_targetPosition.setFromMatrixPosition( light.target.matrixWorld );
_lightPosition.sub( _targetPosition ).transformDirection( camera.matrixWorldInverse );
const directionAndDecay = this._directionsAndDecay[ i ];
directionAndDecay.x = _lightPosition.x;
directionAndDecay.y = _lightPosition.y;
directionAndDecay.z = _lightPosition.z;
directionAndDecay.w = light.decay;
const cone = this._cones[ i ];
cone.x = Math.cos( light.angle );
cone.y = Math.cos( light.angle * ( 1 - light.penumbra ) );
}
}
setup( builder ) {
const surfacePosition = builder.context.positionView || positionView;
const { lightingModel, reflectedLight } = builder.context;
const dynDiffuse = vec3( 0 ).toVar( 'dynSpotDiffuse' );
const dynSpecular = vec3( 0 ).toVar( 'dynSpotSpecular' );
Loop( this.countNode, ( { i } ) => {
const positionAndCutoff = this.positionsAndCutoffNode.element( i );
const lightViewPosition = positionAndCutoff.xyz;
const cutoffDistance = positionAndCutoff.w;
const directionAndDecay = this.directionsAndDecayNode.element( i );
const spotDirection = directionAndDecay.xyz;
const decayExponent = directionAndDecay.w;
const cone = this.conesNode.element( i );
const coneCos = cone.x;
const penumbraCos = cone.y;
const lightVector = lightViewPosition.sub( surfacePosition ).toVar();
const lightDirection = lightVector.normalize().toVar();
const lightDistance = lightVector.length();
const angleCos = lightDirection.dot( spotDirection );
const spotAttenuation = smoothstep( coneCos, penumbraCos, angleCos );
const distanceAttenuation = getDistanceAttenuation( {
lightDistance,
cutoffDistance,
decayExponent
} );
const lightColor = this.colorsNode.element( i ).mul( spotAttenuation ).mul( distanceAttenuation ).toVar();
lightingModel.direct( {
lightDirection,
lightColor,
lightNode: { light: {}, shadowNode: null },
reflectedLight: { directDiffuse: dynDiffuse, directSpecular: dynSpecular }
}, builder );
} );
reflectedLight.directDiffuse.addAssign( dynDiffuse );
reflectedLight.directSpecular.addAssign( dynSpecular );
}
}
export default SpotLightDataNode;