756 lines
28 KiB
JavaScript
756 lines
28 KiB
JavaScript
import { ShaderChunk, UniformsUtils, MeshDepthMaterial, RGBADepthPacking, MeshDistanceMaterial, ShaderLib, Matrix4, Vector3, Mesh, CylinderGeometry, Vector2, MeshStandardMaterial, DoubleSide } from 'three';
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/**
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* Regular expression for matching the `void main() {` opener line in GLSL.
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* @type {RegExp}
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*/
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const voidMainRegExp = /\bvoid\s+main\s*\(\s*\)\s*{/g;
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/**
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* Recursively expands all `#include <xyz>` statements within string of shader code.
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* Copied from three's WebGLProgram#parseIncludes for external use.
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*
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* @param {string} source - The GLSL source code to evaluate
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* @return {string} The GLSL code with all includes expanded
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*/
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function expandShaderIncludes( source ) {
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const pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
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function replace(match, include) {
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let chunk = ShaderChunk[include];
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return chunk ? expandShaderIncludes(chunk) : match
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}
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return source.replace( pattern, replace )
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}
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/*
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* This is a direct copy of MathUtils.generateUUID from Three.js, to preserve compatibility with three
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* versions before 0.113.0 as it was changed from Math to MathUtils in that version.
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* https://github.com/mrdoob/three.js/blob/dd8b5aa3b270c17096b90945cd2d6d1b13aaec53/src/math/MathUtils.js#L16
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*/
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const _lut = [];
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for (let i = 0; i < 256; i++) {
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_lut[i] = (i < 16 ? '0' : '') + (i).toString(16);
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}
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function generateUUID() {
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// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
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const d0 = Math.random() * 0xffffffff | 0;
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const d1 = Math.random() * 0xffffffff | 0;
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const d2 = Math.random() * 0xffffffff | 0;
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const d3 = Math.random() * 0xffffffff | 0;
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const uuid = _lut[d0 & 0xff] + _lut[d0 >> 8 & 0xff] + _lut[d0 >> 16 & 0xff] + _lut[d0 >> 24 & 0xff] + '-' +
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_lut[d1 & 0xff] + _lut[d1 >> 8 & 0xff] + '-' + _lut[d1 >> 16 & 0x0f | 0x40] + _lut[d1 >> 24 & 0xff] + '-' +
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_lut[d2 & 0x3f | 0x80] + _lut[d2 >> 8 & 0xff] + '-' + _lut[d2 >> 16 & 0xff] + _lut[d2 >> 24 & 0xff] +
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_lut[d3 & 0xff] + _lut[d3 >> 8 & 0xff] + _lut[d3 >> 16 & 0xff] + _lut[d3 >> 24 & 0xff];
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// .toUpperCase() here flattens concatenated strings to save heap memory space.
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return uuid.toUpperCase()
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}
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// Local assign polyfill to avoid importing troika-core
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const assign = Object.assign || function(/*target, ...sources*/) {
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let target = arguments[0];
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for (let i = 1, len = arguments.length; i < len; i++) {
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let source = arguments[i];
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if (source) {
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for (let prop in source) {
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if (Object.prototype.hasOwnProperty.call(source, prop)) {
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target[prop] = source[prop];
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}
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}
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}
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}
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return target
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};
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const epoch = Date.now();
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const CONSTRUCTOR_CACHE = new WeakMap();
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const SHADER_UPGRADE_CACHE = new Map();
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// Material ids must be integers, but we can't access the increment from Three's `Material` module,
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// so let's choose a sufficiently large starting value that should theoretically never collide.
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let materialInstanceId = 1e10;
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/**
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* A utility for creating a custom shader material derived from another material's
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* shaders. This allows you to inject custom shader logic and transforms into the
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* builtin ThreeJS materials without having to recreate them from scratch.
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*
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* @param {THREE.Material} baseMaterial - the original material to derive from
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*
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* @param {Object} options - How the base material should be modified.
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* @param {Object=} options.defines - Custom `defines` for the material
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* @param {Object=} options.extensions - Custom `extensions` for the material, e.g. `{derivatives: true}`
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* @param {Object=} options.uniforms - Custom `uniforms` for use in the modified shader. These can
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* be accessed and manipulated via the resulting material's `uniforms` property, just like
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* in a ShaderMaterial. You do not need to repeat the base material's own uniforms here.
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* @param {String=} options.timeUniform - If specified, a uniform of this name will be injected into
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* both shaders, and it will automatically be updated on each render frame with a number of
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* elapsed milliseconds. The "zero" epoch time is not significant so don't rely on this as a
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* true calendar time.
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* @param {String=} options.vertexDefs - Custom GLSL code to inject into the vertex shader's top-level
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* definitions, above the `void main()` function.
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* @param {String=} options.vertexMainIntro - Custom GLSL code to inject at the top of the vertex
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* shader's `void main` function.
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* @param {String=} options.vertexMainOutro - Custom GLSL code to inject at the end of the vertex
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* shader's `void main` function.
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* @param {String=} options.vertexTransform - Custom GLSL code to manipulate the `position`, `normal`,
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* and/or `uv` vertex attributes. This code will be wrapped within a standalone function with
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* those attributes exposed by their normal names as read/write values.
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* @param {String=} options.fragmentDefs - Custom GLSL code to inject into the fragment shader's top-level
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* definitions, above the `void main()` function.
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* @param {String=} options.fragmentMainIntro - Custom GLSL code to inject at the top of the fragment
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* shader's `void main` function.
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* @param {String=} options.fragmentMainOutro - Custom GLSL code to inject at the end of the fragment
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* shader's `void main` function. You can manipulate `gl_FragColor` here but keep in mind it goes
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* after any of ThreeJS's color postprocessing shader chunks (tonemapping, fog, etc.), so if you
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* want those to apply to your changes use `fragmentColorTransform` instead.
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* @param {String=} options.fragmentColorTransform - Custom GLSL code to manipulate the `gl_FragColor`
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* output value. Will be injected near the end of the `void main` function, but before any
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* of ThreeJS's color postprocessing shader chunks (tonemapping, fog, etc.), and before the
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* `fragmentMainOutro`.
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* @param {function({fragmentShader: string, vertexShader:string}):
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* {fragmentShader: string, vertexShader:string}} options.customRewriter - A function
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* for performing custom rewrites of the full shader code. Useful if you need to do something
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* special that's not covered by the other builtin options. This function will be executed before
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* any other transforms are applied.
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* @param {boolean=} options.chained - Set to `true` to prototype-chain the derived material to the base
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* material, rather than the default behavior of copying it. This allows the derived material to
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* automatically pick up changes made to the base material and its properties. This can be useful
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* where the derived material is hidden from the user as an implementation detail, allowing them
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* to work with the original material like normal. But it can result in unexpected behavior if not
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* handled carefully.
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*
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* @return {THREE.Material}
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*
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* The returned material will also have two new methods, `getDepthMaterial()` and `getDistanceMaterial()`,
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* which can be called to get a variant of the derived material for use in shadow casting. If the
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* target mesh is expected to cast shadows, then you can assign these to the mesh's `customDepthMaterial`
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* (for directional and spot lights) and/or `customDistanceMaterial` (for point lights) properties to
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* allow the cast shadow to honor your derived shader's vertex transforms and discarded fragments. These
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* will also set a custom `#define IS_DEPTH_MATERIAL` or `#define IS_DISTANCE_MATERIAL` that you can look
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* for in your derived shaders with `#ifdef` to customize their behavior for the depth or distance
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* scenarios, e.g. skipping antialiasing or expensive shader logic.
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*/
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function createDerivedMaterial(baseMaterial, options) {
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// Generate a key that is unique to the content of these `options`. We'll use this
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// throughout for caching and for generating the upgraded shader code. This increases
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// the likelihood that the resulting shaders will line up across multiple calls so
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// their GL programs can be shared and cached.
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const optionsKey = getKeyForOptions(options);
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// First check to see if we've already derived from this baseMaterial using this
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// unique set of options, and if so reuse the constructor to avoid some allocations.
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let ctorsByDerivation = CONSTRUCTOR_CACHE.get(baseMaterial);
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if (!ctorsByDerivation) {
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CONSTRUCTOR_CACHE.set(baseMaterial, (ctorsByDerivation = Object.create(null)));
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}
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if (ctorsByDerivation[optionsKey]) {
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return new ctorsByDerivation[optionsKey]()
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}
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const privateBeforeCompileProp = `_onBeforeCompile${optionsKey}`;
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// Private onBeforeCompile handler that injects the modified shaders and uniforms when
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// the renderer switches to this material's program
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const onBeforeCompile = function (shaderInfo, renderer) {
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baseMaterial.onBeforeCompile.call(this, shaderInfo, renderer);
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// Upgrade the shaders, caching the result by incoming source code
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const cacheKey = this.customProgramCacheKey() + '|' + shaderInfo.vertexShader + '|' + shaderInfo.fragmentShader;
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let upgradedShaders = SHADER_UPGRADE_CACHE[cacheKey];
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if (!upgradedShaders) {
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const upgraded = upgradeShaders(this, shaderInfo, options, optionsKey);
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upgradedShaders = SHADER_UPGRADE_CACHE[cacheKey] = upgraded;
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}
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// Inject upgraded shaders and uniforms into the program
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shaderInfo.vertexShader = upgradedShaders.vertexShader;
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shaderInfo.fragmentShader = upgradedShaders.fragmentShader;
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assign(shaderInfo.uniforms, this.uniforms);
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// Inject auto-updating time uniform if requested
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if (options.timeUniform) {
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shaderInfo.uniforms[options.timeUniform] = {
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get value() {return Date.now() - epoch}
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};
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}
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// Users can still add their own handlers on top of ours
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if (this[privateBeforeCompileProp]) {
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this[privateBeforeCompileProp](shaderInfo);
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}
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};
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const DerivedMaterial = function DerivedMaterial() {
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return derive(options.chained ? baseMaterial : baseMaterial.clone())
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};
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const derive = function(base) {
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// Prototype chain to the base material
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const derived = Object.create(base, descriptor);
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// Store the baseMaterial for reference; this is always the original even when cloning
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Object.defineProperty(derived, 'baseMaterial', { value: baseMaterial });
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// Needs its own ids
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Object.defineProperty(derived, 'id', { value: materialInstanceId++ });
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derived.uuid = generateUUID();
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// Merge uniforms, defines, and extensions
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derived.uniforms = assign({}, base.uniforms, options.uniforms);
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derived.defines = assign({}, base.defines, options.defines);
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derived.defines[`TROIKA_DERIVED_MATERIAL_${optionsKey}`] = ''; //force a program change from the base material
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derived.extensions = assign({}, base.extensions, options.extensions);
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// Don't inherit EventDispatcher listeners
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derived._listeners = undefined;
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return derived
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};
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const descriptor = {
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constructor: {value: DerivedMaterial},
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isDerivedMaterial: {value: true},
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type: {
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get: () => baseMaterial.type,
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set: (value) => {baseMaterial.type = value;}
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},
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isDerivedFrom: {
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writable: true,
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configurable: true,
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value: function (testMaterial) {
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const base = this.baseMaterial;
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return testMaterial === base || (base.isDerivedMaterial && base.isDerivedFrom(testMaterial)) || false
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}
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},
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customProgramCacheKey: {
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writable: true,
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configurable: true,
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value: function () {
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return baseMaterial.customProgramCacheKey() + '|' + optionsKey
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}
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},
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onBeforeCompile: {
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get() {
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return onBeforeCompile
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},
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set(fn) {
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this[privateBeforeCompileProp] = fn;
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}
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},
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copy: {
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writable: true,
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configurable: true,
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value: function (source) {
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baseMaterial.copy.call(this, source);
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if (!baseMaterial.isShaderMaterial && !baseMaterial.isDerivedMaterial) {
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assign(this.extensions, source.extensions);
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assign(this.defines, source.defines);
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assign(this.uniforms, UniformsUtils.clone(source.uniforms));
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}
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return this
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}
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},
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clone: {
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writable: true,
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configurable: true,
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value: function () {
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const newBase = new baseMaterial.constructor();
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return derive(newBase).copy(this)
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}
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},
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/**
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* Utility to get a MeshDepthMaterial that will honor this derived material's vertex
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* transformations and discarded fragments.
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*/
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getDepthMaterial: {
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writable: true,
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configurable: true,
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value: function() {
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let depthMaterial = this._depthMaterial;
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if (!depthMaterial) {
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depthMaterial = this._depthMaterial = createDerivedMaterial(
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baseMaterial.isDerivedMaterial
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? baseMaterial.getDepthMaterial()
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: new MeshDepthMaterial({ depthPacking: RGBADepthPacking }),
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options
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);
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depthMaterial.defines.IS_DEPTH_MATERIAL = '';
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depthMaterial.uniforms = this.uniforms; //automatically recieve same uniform values
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}
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return depthMaterial
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}
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},
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/**
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* Utility to get a MeshDistanceMaterial that will honor this derived material's vertex
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* transformations and discarded fragments.
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*/
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getDistanceMaterial: {
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writable: true,
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configurable: true,
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value: function() {
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let distanceMaterial = this._distanceMaterial;
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if (!distanceMaterial) {
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distanceMaterial = this._distanceMaterial = createDerivedMaterial(
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baseMaterial.isDerivedMaterial
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? baseMaterial.getDistanceMaterial()
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: new MeshDistanceMaterial(),
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options
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);
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distanceMaterial.defines.IS_DISTANCE_MATERIAL = '';
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distanceMaterial.uniforms = this.uniforms; //automatically recieve same uniform values
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}
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return distanceMaterial
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}
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},
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dispose: {
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writable: true,
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configurable: true,
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value() {
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const {_depthMaterial, _distanceMaterial} = this;
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if (_depthMaterial) _depthMaterial.dispose();
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if (_distanceMaterial) _distanceMaterial.dispose();
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baseMaterial.dispose.call(this);
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}
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}
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};
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ctorsByDerivation[optionsKey] = DerivedMaterial;
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return new DerivedMaterial()
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}
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function upgradeShaders(material, {vertexShader, fragmentShader}, options, key) {
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let {
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vertexDefs,
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vertexMainIntro,
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vertexMainOutro,
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vertexTransform,
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fragmentDefs,
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fragmentMainIntro,
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fragmentMainOutro,
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fragmentColorTransform,
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customRewriter,
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timeUniform
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} = options;
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vertexDefs = vertexDefs || '';
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vertexMainIntro = vertexMainIntro || '';
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vertexMainOutro = vertexMainOutro || '';
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fragmentDefs = fragmentDefs || '';
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fragmentMainIntro = fragmentMainIntro || '';
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fragmentMainOutro = fragmentMainOutro || '';
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// Expand includes if needed
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if (vertexTransform || customRewriter) {
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vertexShader = expandShaderIncludes(vertexShader);
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}
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if (fragmentColorTransform || customRewriter) {
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// We need to be able to find postprocessing chunks after include expansion in order to
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// put them after the fragmentColorTransform, so mark them with comments first. Even if
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// this particular derivation doesn't have a fragmentColorTransform, other derivations may,
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// so we still mark them.
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fragmentShader = fragmentShader.replace(
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/^[ \t]*#include <((?:tonemapping|encodings|colorspace|fog|premultiplied_alpha|dithering)_fragment)>/gm,
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'\n//!BEGIN_POST_CHUNK $1\n$&\n//!END_POST_CHUNK\n'
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);
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fragmentShader = expandShaderIncludes(fragmentShader);
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}
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// Apply custom rewriter function
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if (customRewriter) {
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let res = customRewriter({vertexShader, fragmentShader});
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vertexShader = res.vertexShader;
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fragmentShader = res.fragmentShader;
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}
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// The fragmentColorTransform needs to go before any postprocessing chunks, so extract
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// those and re-insert them into the outro in the correct place:
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if (fragmentColorTransform) {
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let postChunks = [];
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fragmentShader = fragmentShader.replace(
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/^\/\/!BEGIN_POST_CHUNK[^]+?^\/\/!END_POST_CHUNK/gm, // [^]+? = non-greedy match of any chars including newlines
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match => {
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postChunks.push(match);
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return ''
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}
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);
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fragmentMainOutro = `${fragmentColorTransform}\n${postChunks.join('\n')}\n${fragmentMainOutro}`;
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}
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// Inject auto-updating time uniform if requested
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if (timeUniform) {
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const code = `\nuniform float ${timeUniform};\n`;
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vertexDefs = code + vertexDefs;
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fragmentDefs = code + fragmentDefs;
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}
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// Inject a function for the vertexTransform and rename all usages of position/normal/uv
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if (vertexTransform) {
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// Hoist these defs to the very top so they work in other function defs
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vertexShader = `vec3 troika_position_${key};
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vec3 troika_normal_${key};
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vec2 troika_uv_${key};
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${vertexShader}
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`;
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vertexDefs = `${vertexDefs}
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void troikaVertexTransform${key}(inout vec3 position, inout vec3 normal, inout vec2 uv) {
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${vertexTransform}
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}
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`;
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vertexMainIntro = `
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troika_position_${key} = vec3(position);
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troika_normal_${key} = vec3(normal);
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troika_uv_${key} = vec2(uv);
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troikaVertexTransform${key}(troika_position_${key}, troika_normal_${key}, troika_uv_${key});
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${vertexMainIntro}
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`;
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vertexShader = vertexShader.replace(/\b(position|normal|uv)\b/g, (match, match1, index, fullStr) => {
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return /\battribute\s+vec[23]\s+$/.test(fullStr.substr(0, index)) ? match1 : `troika_${match1}_${key}`
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});
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// Three r152 introduced the MAP_UV token, replace it too if it's pointing to the main 'uv'
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// Perhaps the other textures too going forward?
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if (!(material.map && material.map.channel > 0)) {
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vertexShader = vertexShader.replace(/\bMAP_UV\b/g, `troika_uv_${key}`);
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}
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}
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// Inject defs and intro/outro snippets
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vertexShader = injectIntoShaderCode(vertexShader, key, vertexDefs, vertexMainIntro, vertexMainOutro);
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fragmentShader = injectIntoShaderCode(fragmentShader, key, fragmentDefs, fragmentMainIntro, fragmentMainOutro);
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return {
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vertexShader,
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fragmentShader
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}
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}
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function injectIntoShaderCode(shaderCode, id, defs, intro, outro) {
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if (intro || outro || defs) {
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shaderCode = shaderCode.replace(voidMainRegExp, `
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${defs}
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void troikaOrigMain${id}() {`
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);
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shaderCode += `
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void main() {
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${intro}
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troikaOrigMain${id}();
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${outro}
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}`;
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}
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return shaderCode
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}
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function optionsJsonReplacer(key, value) {
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return key === 'uniforms' ? undefined : typeof value === 'function' ? value.toString() : value
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}
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let _idCtr = 0;
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const optionsHashesToIds = new Map();
|
|
function getKeyForOptions(options) {
|
|
const optionsHash = JSON.stringify(options, optionsJsonReplacer);
|
|
let id = optionsHashesToIds.get(optionsHash);
|
|
if (id == null) {
|
|
optionsHashesToIds.set(optionsHash, (id = ++_idCtr));
|
|
}
|
|
return id
|
|
}
|
|
|
|
// Copied from threejs WebGLPrograms.js so we can resolve builtin materials to their shaders
|
|
// TODO how can we keep this from getting stale?
|
|
const MATERIAL_TYPES_TO_SHADERS = {
|
|
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'
|
|
};
|
|
|
|
/**
|
|
* Given a Three.js `Material` instance, find the shaders/uniforms that will be
|
|
* used to render that material.
|
|
*
|
|
* @param material - the Material instance
|
|
* @return {object} - the material's shader info: `{uniforms:{}, fragmentShader:'', vertexShader:''}`
|
|
*/
|
|
function getShadersForMaterial(material) {
|
|
let builtinType = MATERIAL_TYPES_TO_SHADERS[material.type];
|
|
return builtinType ? ShaderLib[builtinType] : material //TODO fallback for unknown type?
|
|
}
|
|
|
|
/**
|
|
* Find all uniforms and their types within a shader code string.
|
|
*
|
|
* @param {string} shader - The shader code to parse
|
|
* @return {object} mapping of uniform names to their glsl type
|
|
*/
|
|
function getShaderUniformTypes(shader) {
|
|
let uniformRE = /\buniform\s+(int|float|vec[234]|mat[34])\s+([A-Za-z_][\w]*)/g;
|
|
let uniforms = Object.create(null);
|
|
let match;
|
|
while ((match = uniformRE.exec(shader)) !== null) {
|
|
uniforms[match[2]] = match[1];
|
|
}
|
|
return uniforms
|
|
}
|
|
|
|
/**
|
|
* Helper for smoothing out the `m.getInverse(x)` --> `m.copy(x).invert()` conversion
|
|
* that happened in ThreeJS r123.
|
|
* @param {Matrix4} srcMatrix
|
|
* @param {Matrix4} [tgtMatrix]
|
|
*/
|
|
function invertMatrix4(srcMatrix, tgtMatrix = new Matrix4()) {
|
|
if (typeof tgtMatrix.invert === 'function') {
|
|
tgtMatrix.copy(srcMatrix).invert();
|
|
} else {
|
|
tgtMatrix.getInverse(srcMatrix);
|
|
}
|
|
return tgtMatrix
|
|
}
|
|
|
|
/*
|
|
Input geometry is a cylinder with r=1, height in y dimension from 0 to 1,
|
|
divided into a reasonable number of height segments.
|
|
*/
|
|
|
|
const vertexDefs = `
|
|
uniform vec3 pointA;
|
|
uniform vec3 controlA;
|
|
uniform vec3 controlB;
|
|
uniform vec3 pointB;
|
|
uniform float radius;
|
|
varying float bezierT;
|
|
|
|
vec3 cubicBezier(vec3 p1, vec3 c1, vec3 c2, vec3 p2, float t) {
|
|
float t2 = 1.0 - t;
|
|
float b0 = t2 * t2 * t2;
|
|
float b1 = 3.0 * t * t2 * t2;
|
|
float b2 = 3.0 * t * t * t2;
|
|
float b3 = t * t * t;
|
|
return b0 * p1 + b1 * c1 + b2 * c2 + b3 * p2;
|
|
}
|
|
|
|
vec3 cubicBezierDerivative(vec3 p1, vec3 c1, vec3 c2, vec3 p2, float t) {
|
|
float t2 = 1.0 - t;
|
|
return -3.0 * p1 * t2 * t2 +
|
|
c1 * (3.0 * t2 * t2 - 6.0 * t2 * t) +
|
|
c2 * (6.0 * t2 * t - 3.0 * t * t) +
|
|
3.0 * p2 * t * t;
|
|
}
|
|
`;
|
|
|
|
const vertexTransform = `
|
|
float t = position.y;
|
|
bezierT = t;
|
|
vec3 bezierCenterPos = cubicBezier(pointA, controlA, controlB, pointB, t);
|
|
vec3 bezierDir = normalize(cubicBezierDerivative(pointA, controlA, controlB, pointB, t));
|
|
|
|
// Make "sideways" always perpendicular to the camera ray; this ensures that any twists
|
|
// in the cylinder occur where you won't see them:
|
|
vec3 viewDirection = normalMatrix * vec3(0.0, 0.0, 1.0);
|
|
if (bezierDir == viewDirection) {
|
|
bezierDir = normalize(cubicBezierDerivative(pointA, controlA, controlB, pointB, t == 1.0 ? t - 0.0001 : t + 0.0001));
|
|
}
|
|
vec3 sideways = normalize(cross(bezierDir, viewDirection));
|
|
vec3 upish = normalize(cross(sideways, bezierDir));
|
|
|
|
// Build a matrix for transforming this disc in the cylinder:
|
|
mat4 discTx;
|
|
discTx[0].xyz = sideways * radius;
|
|
discTx[1].xyz = bezierDir * radius;
|
|
discTx[2].xyz = upish * radius;
|
|
discTx[3].xyz = bezierCenterPos;
|
|
discTx[3][3] = 1.0;
|
|
|
|
// Apply transform, ignoring original y
|
|
position = (discTx * vec4(position.x, 0.0, position.z, 1.0)).xyz;
|
|
normal = normalize(mat3(discTx) * normal);
|
|
`;
|
|
|
|
const fragmentDefs = `
|
|
uniform vec3 dashing;
|
|
varying float bezierT;
|
|
`;
|
|
|
|
const fragmentMainIntro = `
|
|
if (dashing.x + dashing.y > 0.0) {
|
|
float dashFrac = mod(bezierT - dashing.z, dashing.x + dashing.y);
|
|
if (dashFrac > dashing.x) {
|
|
discard;
|
|
}
|
|
}
|
|
`;
|
|
|
|
// Debugging: separate color for each of the 6 sides:
|
|
// const fragmentColorTransform = `
|
|
// float sideNum = floor(vUV.x * 6.0);
|
|
// vec3 mixColor = sideNum < 1.0 ? vec3(1.0, 0.0, 0.0) :
|
|
// sideNum < 2.0 ? vec3(0.0, 1.0, 1.0) :
|
|
// sideNum < 3.0 ? vec3(1.0, 1.0, 0.0) :
|
|
// sideNum < 4.0 ? vec3(0.0, 0.0, 1.0) :
|
|
// sideNum < 5.0 ? vec3(0.0, 1.0, 0.0) :
|
|
// vec3(1.0, 0.0, 1.0);
|
|
// gl_FragColor.xyz = mix(gl_FragColor.xyz, mixColor, 0.5);
|
|
// `
|
|
|
|
|
|
|
|
function createBezierMeshMaterial(baseMaterial) {
|
|
return createDerivedMaterial(
|
|
baseMaterial,
|
|
{
|
|
chained: true,
|
|
uniforms: {
|
|
pointA: {value: new Vector3()},
|
|
controlA: {value: new Vector3()},
|
|
controlB: {value: new Vector3()},
|
|
pointB: {value: new Vector3()},
|
|
radius: {value: 0.01},
|
|
dashing: {value: new Vector3()} //on, off, offset
|
|
},
|
|
vertexDefs,
|
|
vertexTransform,
|
|
fragmentDefs,
|
|
fragmentMainIntro
|
|
}
|
|
)
|
|
}
|
|
|
|
let geometry = null;
|
|
|
|
const defaultBaseMaterial = /*#__PURE__*/new MeshStandardMaterial({color: 0xffffff, side: DoubleSide});
|
|
|
|
|
|
/**
|
|
* A ThreeJS `Mesh` that bends a tube shape along a 3D cubic bezier path. The bending is done
|
|
* by deforming a straight cylindrical geometry in the vertex shader based on a set of four
|
|
* control point uniforms. It patches the necessary GLSL into the mesh's assigned `material`
|
|
* automatically.
|
|
*
|
|
* The cubiz bezier path is determined by its four `Vector3` properties:
|
|
* - `pointA`
|
|
* - `controlA`
|
|
* - `controlB`
|
|
* - `pointB`
|
|
*
|
|
* The tube's radius is controlled by its `radius` property, which defaults to `0.01`.
|
|
*
|
|
* You can also give the tube a dashed appearance with two properties:
|
|
*
|
|
* - `dashArray` - an array of two numbers, defining the length of "on" and "off" parts of
|
|
* the dash. Each is a 0-1 ratio of the entire path's length. (Actually this is the `t` length
|
|
* used as input to the cubic bezier function, not its visible length.)
|
|
* - `dashOffset` - offset of where the dash starts. You can animate this to make the dashes move.
|
|
*
|
|
* Note that the dashes will appear like a hollow tube, not solid. This will be more apparent on
|
|
* thicker tubes.
|
|
*
|
|
* TODO: proper geometry bounding sphere and raycasting
|
|
* TODO: allow control of the geometry's segment counts
|
|
*/
|
|
class BezierMesh extends Mesh {
|
|
static getGeometry() {
|
|
return geometry || (geometry =
|
|
new CylinderGeometry(1, 1, 1, 6, 64).translate(0, 0.5, 0)
|
|
)
|
|
}
|
|
|
|
constructor() {
|
|
super(
|
|
BezierMesh.getGeometry(),
|
|
defaultBaseMaterial
|
|
);
|
|
|
|
this.pointA = new Vector3();
|
|
this.controlA = new Vector3();
|
|
this.controlB = new Vector3();
|
|
this.pointB = new Vector3();
|
|
this.radius = 0.01;
|
|
this.dashArray = new Vector2();
|
|
this.dashOffset = 0;
|
|
|
|
// TODO - disabling frustum culling until I figure out how to customize the
|
|
// geometry's bounding sphere that gets used
|
|
this.frustumCulled = false;
|
|
}
|
|
|
|
// Handler for automatically wrapping the base material with our upgrades. We do the wrapping
|
|
// lazily on _read_ rather than write to avoid unnecessary wrapping on transient values.
|
|
get material() {
|
|
let derivedMaterial = this._derivedMaterial;
|
|
const baseMaterial = this._baseMaterial || this._defaultMaterial || (this._defaultMaterial = defaultBaseMaterial.clone());
|
|
if (!derivedMaterial || derivedMaterial.baseMaterial !== baseMaterial) {
|
|
derivedMaterial = this._derivedMaterial = createBezierMeshMaterial(baseMaterial);
|
|
// dispose the derived material when its base material is disposed:
|
|
baseMaterial.addEventListener('dispose', function onDispose() {
|
|
baseMaterial.removeEventListener('dispose', onDispose);
|
|
derivedMaterial.dispose();
|
|
});
|
|
}
|
|
return derivedMaterial
|
|
}
|
|
set material(baseMaterial) {
|
|
this._baseMaterial = baseMaterial;
|
|
}
|
|
|
|
// Create and update material for shadows upon request:
|
|
get customDepthMaterial() {
|
|
return this.material.getDepthMaterial()
|
|
}
|
|
set customDepthMaterial(m) {
|
|
// future: let the user override with their own?
|
|
}
|
|
get customDistanceMaterial() {
|
|
return this.material.getDistanceMaterial()
|
|
}
|
|
set customDistanceMaterial(m) {
|
|
// future: let the user override with their own?
|
|
}
|
|
|
|
onBeforeRender() {
|
|
const {uniforms} = this.material;
|
|
const {pointA, controlA, controlB, pointB, radius, dashArray, dashOffset} = this;
|
|
uniforms.pointA.value.copy(pointA);
|
|
uniforms.controlA.value.copy(controlA);
|
|
uniforms.controlB.value.copy(controlB);
|
|
uniforms.pointB.value.copy(pointB);
|
|
uniforms.radius.value = radius;
|
|
uniforms.dashing.value.set(dashArray.x, dashArray.y, dashOffset || 0);
|
|
}
|
|
|
|
raycast(/*raycaster, intersects*/) {
|
|
// TODO - just fail for now
|
|
}
|
|
}
|
|
|
|
export { BezierMesh, createDerivedMaterial, expandShaderIncludes, getShaderUniformTypes, getShadersForMaterial, invertMatrix4, voidMainRegExp };
|