Favivon - Correção

This commit is contained in:
2026-05-30 19:59:39 -03:00
parent 76ddaa815d
commit d7dfd221f0
32859 changed files with 5459654 additions and 404 deletions
+112
View File
@@ -0,0 +1,112 @@
import { CylinderGeometry, DoubleSide, Mesh, MeshStandardMaterial, Vector2, Vector3 } from 'three'
import { createBezierMeshMaterial } from './BezierMeshMaterial.js'
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 }
+110
View File
@@ -0,0 +1,110 @@
import { createDerivedMaterial } from './DerivedMaterial.js'
import { Vector3 } from 'three'
/*
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);
// `
export 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
}
)
}
+426
View File
@@ -0,0 +1,426 @@
import { voidMainRegExp } from './voidMainRegExp.js'
import { expandShaderIncludes } from './expandShaderIncludes.js'
import { MeshDepthMaterial, MeshDistanceMaterial, RGBADepthPacking, UniformsUtils } from 'three'
import { generateUUID } from './generateUUID.js'
// Local assign polyfill to avoid importing troika-core
const assign = Object.assign || function(/*target, ...sources*/) {
let target = arguments[0]
for (let i = 1, len = arguments.length; i < len; i++) {
let source = arguments[i]
if (source) {
for (let prop in source) {
if (Object.prototype.hasOwnProperty.call(source, prop)) {
target[prop] = source[prop]
}
}
}
}
return target
}
const epoch = Date.now()
const CONSTRUCTOR_CACHE = new WeakMap()
const SHADER_UPGRADE_CACHE = new Map()
// Material ids must be integers, but we can't access the increment from Three's `Material` module,
// so let's choose a sufficiently large starting value that should theoretically never collide.
let materialInstanceId = 1e10
/**
* A utility for creating a custom shader material derived from another material's
* shaders. This allows you to inject custom shader logic and transforms into the
* builtin ThreeJS materials without having to recreate them from scratch.
*
* @param {THREE.Material} baseMaterial - the original material to derive from
*
* @param {Object} options - How the base material should be modified.
* @param {Object=} options.defines - Custom `defines` for the material
* @param {Object=} options.extensions - Custom `extensions` for the material, e.g. `{derivatives: true}`
* @param {Object=} options.uniforms - Custom `uniforms` for use in the modified shader. These can
* be accessed and manipulated via the resulting material's `uniforms` property, just like
* in a ShaderMaterial. You do not need to repeat the base material's own uniforms here.
* @param {String=} options.timeUniform - If specified, a uniform of this name will be injected into
* both shaders, and it will automatically be updated on each render frame with a number of
* elapsed milliseconds. The "zero" epoch time is not significant so don't rely on this as a
* true calendar time.
* @param {String=} options.vertexDefs - Custom GLSL code to inject into the vertex shader's top-level
* definitions, above the `void main()` function.
* @param {String=} options.vertexMainIntro - Custom GLSL code to inject at the top of the vertex
* shader's `void main` function.
* @param {String=} options.vertexMainOutro - Custom GLSL code to inject at the end of the vertex
* shader's `void main` function.
* @param {String=} options.vertexTransform - Custom GLSL code to manipulate the `position`, `normal`,
* and/or `uv` vertex attributes. This code will be wrapped within a standalone function with
* those attributes exposed by their normal names as read/write values.
* @param {String=} options.fragmentDefs - Custom GLSL code to inject into the fragment shader's top-level
* definitions, above the `void main()` function.
* @param {String=} options.fragmentMainIntro - Custom GLSL code to inject at the top of the fragment
* shader's `void main` function.
* @param {String=} options.fragmentMainOutro - Custom GLSL code to inject at the end of the fragment
* shader's `void main` function. You can manipulate `gl_FragColor` here but keep in mind it goes
* after any of ThreeJS's color postprocessing shader chunks (tonemapping, fog, etc.), so if you
* want those to apply to your changes use `fragmentColorTransform` instead.
* @param {String=} options.fragmentColorTransform - Custom GLSL code to manipulate the `gl_FragColor`
* output value. Will be injected near the end of the `void main` function, but before any
* of ThreeJS's color postprocessing shader chunks (tonemapping, fog, etc.), and before the
* `fragmentMainOutro`.
* @param {function({fragmentShader: string, vertexShader:string}):
* {fragmentShader: string, vertexShader:string}} options.customRewriter - A function
* for performing custom rewrites of the full shader code. Useful if you need to do something
* special that's not covered by the other builtin options. This function will be executed before
* any other transforms are applied.
* @param {boolean=} options.chained - Set to `true` to prototype-chain the derived material to the base
* material, rather than the default behavior of copying it. This allows the derived material to
* automatically pick up changes made to the base material and its properties. This can be useful
* where the derived material is hidden from the user as an implementation detail, allowing them
* to work with the original material like normal. But it can result in unexpected behavior if not
* handled carefully.
*
* @return {THREE.Material}
*
* The returned material will also have two new methods, `getDepthMaterial()` and `getDistanceMaterial()`,
* which can be called to get a variant of the derived material for use in shadow casting. If the
* target mesh is expected to cast shadows, then you can assign these to the mesh's `customDepthMaterial`
* (for directional and spot lights) and/or `customDistanceMaterial` (for point lights) properties to
* allow the cast shadow to honor your derived shader's vertex transforms and discarded fragments. These
* will also set a custom `#define IS_DEPTH_MATERIAL` or `#define IS_DISTANCE_MATERIAL` that you can look
* for in your derived shaders with `#ifdef` to customize their behavior for the depth or distance
* scenarios, e.g. skipping antialiasing or expensive shader logic.
*/
export function createDerivedMaterial(baseMaterial, options) {
// Generate a key that is unique to the content of these `options`. We'll use this
// throughout for caching and for generating the upgraded shader code. This increases
// the likelihood that the resulting shaders will line up across multiple calls so
// their GL programs can be shared and cached.
const optionsKey = getKeyForOptions(options)
// First check to see if we've already derived from this baseMaterial using this
// unique set of options, and if so reuse the constructor to avoid some allocations.
let ctorsByDerivation = CONSTRUCTOR_CACHE.get(baseMaterial)
if (!ctorsByDerivation) {
CONSTRUCTOR_CACHE.set(baseMaterial, (ctorsByDerivation = Object.create(null)))
}
if (ctorsByDerivation[optionsKey]) {
return new ctorsByDerivation[optionsKey]()
}
const privateBeforeCompileProp = `_onBeforeCompile${optionsKey}`
// Private onBeforeCompile handler that injects the modified shaders and uniforms when
// the renderer switches to this material's program
const onBeforeCompile = function (shaderInfo, renderer) {
baseMaterial.onBeforeCompile.call(this, shaderInfo, renderer)
// Upgrade the shaders, caching the result by incoming source code
const cacheKey = this.customProgramCacheKey() + '|' + shaderInfo.vertexShader + '|' + shaderInfo.fragmentShader
let upgradedShaders = SHADER_UPGRADE_CACHE[cacheKey]
if (!upgradedShaders) {
const upgraded = upgradeShaders(this, shaderInfo, options, optionsKey)
upgradedShaders = SHADER_UPGRADE_CACHE[cacheKey] = upgraded
}
// Inject upgraded shaders and uniforms into the program
shaderInfo.vertexShader = upgradedShaders.vertexShader
shaderInfo.fragmentShader = upgradedShaders.fragmentShader
assign(shaderInfo.uniforms, this.uniforms)
// Inject auto-updating time uniform if requested
if (options.timeUniform) {
shaderInfo.uniforms[options.timeUniform] = {
get value() {return Date.now() - epoch}
}
}
// Users can still add their own handlers on top of ours
if (this[privateBeforeCompileProp]) {
this[privateBeforeCompileProp](shaderInfo)
}
}
const DerivedMaterial = function DerivedMaterial() {
return derive(options.chained ? baseMaterial : baseMaterial.clone())
}
const derive = function(base) {
// Prototype chain to the base material
const derived = Object.create(base, descriptor)
// Store the baseMaterial for reference; this is always the original even when cloning
Object.defineProperty(derived, 'baseMaterial', { value: baseMaterial })
// Needs its own ids
Object.defineProperty(derived, 'id', { value: materialInstanceId++ })
derived.uuid = generateUUID()
// Merge uniforms, defines, and extensions
derived.uniforms = assign({}, base.uniforms, options.uniforms)
derived.defines = assign({}, base.defines, options.defines)
derived.defines[`TROIKA_DERIVED_MATERIAL_${optionsKey}`] = '' //force a program change from the base material
derived.extensions = assign({}, base.extensions, options.extensions)
// Don't inherit EventDispatcher listeners
derived._listeners = undefined
return derived
}
const descriptor = {
constructor: {value: DerivedMaterial},
isDerivedMaterial: {value: true},
type: {
get: () => baseMaterial.type,
set: (value) => {baseMaterial.type = value}
},
isDerivedFrom: {
writable: true,
configurable: true,
value: function (testMaterial) {
const base = this.baseMaterial
return testMaterial === base || (base.isDerivedMaterial && base.isDerivedFrom(testMaterial)) || false
}
},
customProgramCacheKey: {
writable: true,
configurable: true,
value: function () {
return baseMaterial.customProgramCacheKey() + '|' + optionsKey
}
},
onBeforeCompile: {
get() {
return onBeforeCompile
},
set(fn) {
this[privateBeforeCompileProp] = fn
}
},
copy: {
writable: true,
configurable: true,
value: function (source) {
baseMaterial.copy.call(this, source)
if (!baseMaterial.isShaderMaterial && !baseMaterial.isDerivedMaterial) {
assign(this.extensions, source.extensions)
assign(this.defines, source.defines)
assign(this.uniforms, UniformsUtils.clone(source.uniforms))
}
return this
}
},
clone: {
writable: true,
configurable: true,
value: function () {
const newBase = new baseMaterial.constructor()
return derive(newBase).copy(this)
}
},
/**
* Utility to get a MeshDepthMaterial that will honor this derived material's vertex
* transformations and discarded fragments.
*/
getDepthMaterial: {
writable: true,
configurable: true,
value: function() {
let depthMaterial = this._depthMaterial
if (!depthMaterial) {
depthMaterial = this._depthMaterial = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDepthMaterial()
: new MeshDepthMaterial({ depthPacking: RGBADepthPacking }),
options
)
depthMaterial.defines.IS_DEPTH_MATERIAL = ''
depthMaterial.uniforms = this.uniforms //automatically recieve same uniform values
}
return depthMaterial
}
},
/**
* Utility to get a MeshDistanceMaterial that will honor this derived material's vertex
* transformations and discarded fragments.
*/
getDistanceMaterial: {
writable: true,
configurable: true,
value: function() {
let distanceMaterial = this._distanceMaterial
if (!distanceMaterial) {
distanceMaterial = this._distanceMaterial = createDerivedMaterial(
baseMaterial.isDerivedMaterial
? baseMaterial.getDistanceMaterial()
: new MeshDistanceMaterial(),
options
)
distanceMaterial.defines.IS_DISTANCE_MATERIAL = ''
distanceMaterial.uniforms = this.uniforms //automatically recieve same uniform values
}
return distanceMaterial
}
},
dispose: {
writable: true,
configurable: true,
value() {
const {_depthMaterial, _distanceMaterial} = this
if (_depthMaterial) _depthMaterial.dispose()
if (_distanceMaterial) _distanceMaterial.dispose()
baseMaterial.dispose.call(this)
}
}
}
ctorsByDerivation[optionsKey] = DerivedMaterial
return new DerivedMaterial()
}
function upgradeShaders(material, {vertexShader, fragmentShader}, options, key) {
let {
vertexDefs,
vertexMainIntro,
vertexMainOutro,
vertexTransform,
fragmentDefs,
fragmentMainIntro,
fragmentMainOutro,
fragmentColorTransform,
customRewriter,
timeUniform
} = options
vertexDefs = vertexDefs || ''
vertexMainIntro = vertexMainIntro || ''
vertexMainOutro = vertexMainOutro || ''
fragmentDefs = fragmentDefs || ''
fragmentMainIntro = fragmentMainIntro || ''
fragmentMainOutro = fragmentMainOutro || ''
// Expand includes if needed
if (vertexTransform || customRewriter) {
vertexShader = expandShaderIncludes(vertexShader)
}
if (fragmentColorTransform || customRewriter) {
// We need to be able to find postprocessing chunks after include expansion in order to
// put them after the fragmentColorTransform, so mark them with comments first. Even if
// this particular derivation doesn't have a fragmentColorTransform, other derivations may,
// so we still mark them.
fragmentShader = fragmentShader.replace(
/^[ \t]*#include <((?:tonemapping|encodings|colorspace|fog|premultiplied_alpha|dithering)_fragment)>/gm,
'\n//!BEGIN_POST_CHUNK $1\n$&\n//!END_POST_CHUNK\n'
)
fragmentShader = expandShaderIncludes(fragmentShader)
}
// Apply custom rewriter function
if (customRewriter) {
let res = customRewriter({vertexShader, fragmentShader})
vertexShader = res.vertexShader
fragmentShader = res.fragmentShader
}
// The fragmentColorTransform needs to go before any postprocessing chunks, so extract
// those and re-insert them into the outro in the correct place:
if (fragmentColorTransform) {
let postChunks = []
fragmentShader = fragmentShader.replace(
/^\/\/!BEGIN_POST_CHUNK[^]+?^\/\/!END_POST_CHUNK/gm, // [^]+? = non-greedy match of any chars including newlines
match => {
postChunks.push(match)
return ''
}
)
fragmentMainOutro = `${fragmentColorTransform}\n${postChunks.join('\n')}\n${fragmentMainOutro}`
}
// Inject auto-updating time uniform if requested
if (timeUniform) {
const code = `\nuniform float ${timeUniform};\n`
vertexDefs = code + vertexDefs
fragmentDefs = code + fragmentDefs
}
// Inject a function for the vertexTransform and rename all usages of position/normal/uv
if (vertexTransform) {
// Hoist these defs to the very top so they work in other function defs
vertexShader = `vec3 troika_position_${key};
vec3 troika_normal_${key};
vec2 troika_uv_${key};
${vertexShader}
`
vertexDefs = `${vertexDefs}
void troikaVertexTransform${key}(inout vec3 position, inout vec3 normal, inout vec2 uv) {
${vertexTransform}
}
`
vertexMainIntro = `
troika_position_${key} = vec3(position);
troika_normal_${key} = vec3(normal);
troika_uv_${key} = vec2(uv);
troikaVertexTransform${key}(troika_position_${key}, troika_normal_${key}, troika_uv_${key});
${vertexMainIntro}
`
vertexShader = vertexShader.replace(/\b(position|normal|uv)\b/g, (match, match1, index, fullStr) => {
return /\battribute\s+vec[23]\s+$/.test(fullStr.substr(0, index)) ? match1 : `troika_${match1}_${key}`
})
// Three r152 introduced the MAP_UV token, replace it too if it's pointing to the main 'uv'
// Perhaps the other textures too going forward?
if (!(material.map && material.map.channel > 0)) {
vertexShader = vertexShader.replace(/\bMAP_UV\b/g, `troika_uv_${key}`);
}
}
// Inject defs and intro/outro snippets
vertexShader = injectIntoShaderCode(vertexShader, key, vertexDefs, vertexMainIntro, vertexMainOutro)
fragmentShader = injectIntoShaderCode(fragmentShader, key, fragmentDefs, fragmentMainIntro, fragmentMainOutro)
return {
vertexShader,
fragmentShader
}
}
function injectIntoShaderCode(shaderCode, id, defs, intro, outro) {
if (intro || outro || defs) {
shaderCode = shaderCode.replace(voidMainRegExp, `
${defs}
void troikaOrigMain${id}() {`
)
shaderCode += `
void main() {
${intro}
troikaOrigMain${id}();
${outro}
}`
}
return shaderCode
}
function optionsJsonReplacer(key, value) {
return key === 'uniforms' ? undefined : typeof value === 'function' ? value.toString() : value
}
let _idCtr = 0
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
}
+17
View File
@@ -0,0 +1,17 @@
import { ShaderChunk } from 'three'
/**
* Recursively expands all `#include <xyz>` statements within string of shader code.
* Copied from three's WebGLProgram#parseIncludes for external use.
*
* @param {string} source - The GLSL source code to evaluate
* @return {string} The GLSL code with all includes expanded
*/
export function expandShaderIncludes( source ) {
const pattern = /^[ \t]*#include +<([\w\d./]+)>/gm
function replace(match, include) {
let chunk = ShaderChunk[include]
return chunk ? expandShaderIncludes(chunk) : match
}
return source.replace( pattern, replace )
}
+29
View File
@@ -0,0 +1,29 @@
/*
* This is a direct copy of MathUtils.generateUUID from Three.js, to preserve compatibility with three
* versions before 0.113.0 as it was changed from Math to MathUtils in that version.
* https://github.com/mrdoob/three.js/blob/dd8b5aa3b270c17096b90945cd2d6d1b13aaec53/src/math/MathUtils.js#L16
*/
const _lut = []
for (let i = 0; i < 256; i++) {
_lut[i] = (i < 16 ? '0' : '') + (i).toString(16)
}
export function generateUUID() {
// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
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]
// .toUpperCase() here flattens concatenated strings to save heap memory space.
return uuid.toUpperCase()
}
+16
View File
@@ -0,0 +1,16 @@
/**
* 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
*/
export 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
}
+34
View File
@@ -0,0 +1,34 @@
import { ShaderLib } from 'three'
// 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:''}`
*/
export function getShadersForMaterial(material) {
let builtinType = MATERIAL_TYPES_TO_SHADERS[material.type]
return builtinType ? ShaderLib[builtinType] : material //TODO fallback for unknown type?
}
+9
View File
@@ -0,0 +1,9 @@
// Troika Three.js Utilities exports
export { createDerivedMaterial } from './DerivedMaterial.js'
export { getShadersForMaterial } from './getShadersForMaterial.js'
export { getShaderUniformTypes } from './getShaderUniformTypes.js'
export { expandShaderIncludes } from './expandShaderIncludes.js'
export { invertMatrix4 } from './invertMatrix4.js'
export { voidMainRegExp } from './voidMainRegExp.js'
export { BezierMesh } from './BezierMesh.js'
+16
View File
@@ -0,0 +1,16 @@
import { Matrix4 } from 'three'
/**
* Helper for smoothing out the `m.getInverse(x)` --> `m.copy(x).invert()` conversion
* that happened in ThreeJS r123.
* @param {Matrix4} srcMatrix
* @param {Matrix4} [tgtMatrix]
*/
export function invertMatrix4(srcMatrix, tgtMatrix = new Matrix4()) {
if (typeof tgtMatrix.invert === 'function') {
tgtMatrix.copy(srcMatrix).invert()
} else {
tgtMatrix.getInverse(srcMatrix)
}
return tgtMatrix
}
+5
View File
@@ -0,0 +1,5 @@
/**
* Regular expression for matching the `void main() {` opener line in GLSL.
* @type {RegExp}
*/
export const voidMainRegExp = /\bvoid\s+main\s*\(\s*\)\s*{/g