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lamina

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🍰 An extensable, layer based shader material for ThreeJS.

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import _extends from '@babel/runtime/helpers/esm/extends'; import { extend } from '@react-three/fiber'; import React, { useImperativeHandle, useMemo } from 'react'; import * as THREE from 'three'; import { Color as Color$2, Vector3, Vector2, Vector4, Matrix3, Matrix4, Texture as Texture$2, MathUtils, TextureLoader } from 'three'; import tokenize from 'glsl-tokenizer'; import descope from 'glsl-token-descope'; import stringify from 'glsl-token-string'; import tokenFunctions from 'glsl-token-functions'; import CustomShaderMaterial from 'three-custom-shader-material/vanilla'; import { createRoot } from 'react-dom/client'; import { useCreateStore, useControls, button, LevaPanel } from 'leva'; function getUniform(value) { if (typeof value === 'string') { return new Color$2(value).convertLinearToSRGB(); } return value; } function getSpecialParameters(label) { switch (label) { case 'alpha': return { min: 0, max: 1 }; case 'scale': return { min: 0 }; case 'map': return { image: undefined }; default: return {}; } } function getLayerMaterialArgs({ color, alpha, lighting, name, ...rest } = {}) { return [{ color, alpha, lighting, name }, rest]; } function isSerializableType(prop) { return prop instanceof Vector3 || prop instanceof Vector2 || prop instanceof Vector4 || prop instanceof Matrix3 || prop instanceof Matrix4; } function serializeProp(prop) { if (isSerializableType(prop)) { return prop.toArray(); } else if (prop instanceof Color$2) { return '#' + prop.clone().convertLinearToSRGB().getHexString(); } else if (prop instanceof Texture$2) { return prop.image.src; } return prop; } const BlendModes = { normal: 'normal', add: 'add', subtract: 'subtract', multiply: 'multiply', lighten: 'lighten', darken: 'darken', divide: 'divide', overlay: 'overlay', screen: 'screen', softlight: 'softlight', negation: 'negation', reflect: 'reflect' }; const NoiseTypes = { perlin: 'perlin', simplex: 'simplex', cell: 'cell', curl: 'curl', white: 'white' }; const MappingTypes = { local: 'local', world: 'world', uv: 'uv' }; const ShadingTypes = { phong: THREE.MeshPhongMaterial, physical: THREE.MeshPhysicalMaterial, toon: THREE.MeshToonMaterial, basic: THREE.MeshBasicMaterial, lambert: THREE.MeshLambertMaterial, standard: THREE.MeshStandardMaterial }; class Abstract { constructor(c, props, onParse) { this.uuid = MathUtils.generateUUID().replace(/-/g, '_'); this.name = 'LayerMaterial'; this.mode = 'normal'; this.visible = true; const defaults = Object.getOwnPropertyNames(c).filter(e => e.startsWith('u_')); const uniforms = defaults.reduce((a, v) => { var _Object$getOwnPropert; let value = (_Object$getOwnPropert = Object.getOwnPropertyDescriptor(c, v)) == null ? void 0 : _Object$getOwnPropert.value; if (isSerializableType(value) || value instanceof Color$2) value = value.clone(); return { ...a, [v.slice(1)]: value }; }, {}); for (const key in uniforms) { const propName = key.split('_')[1]; if ((props == null ? void 0 : props[propName]) !== undefined) uniforms[key] = props[propName]; } if (props) { Object.keys(props).map(key => { if (props[key] !== undefined) { // @ts-ignore this[key] = props[key]; } }); } this.uniforms = {}; this.schema = []; const properties = {}; Object.keys(uniforms).map(key => { const propName = key.split('_')[1]; this.uniforms[`u_${this.uuid}_${propName}`] = { value: getUniform(uniforms[key]) }; this.schema.push({ value: uniforms[key], label: propName }); properties[propName] = { set: v => { this.uniforms[`u_${this.uuid}_${propName}`].value = getUniform(v); }, get: () => { return this.uniforms[`u_${this.uuid}_${propName}`].value; } }; }); if (props != null && props.name) this.name = props.name; if (props != null && props.mode) this.mode = props.mode; if (props != null && props.visible) this.visible = props.visible; Object.defineProperties(this, properties); this.vertexShader = ''; this.fragmentShader = ''; this.vertexVariables = ''; this.fragmentVariables = ''; this.onParse = onParse; this.buildShaders(c); // Remove Name field from Debugger until a way to // rename Leva folders is found // this.schema.push({ // value: this.name, // label: 'name', // }) this.schema.push({ value: this.mode, label: 'mode', options: Object.values(BlendModes) }); this.schema.push({ value: this.visible, label: 'visible' }); } buildShaders(constructor) { var _this$onParse; const shaders = Object.getOwnPropertyNames(constructor).filter(e => e === 'fragmentShader' || e === 'vertexShader').reduce((a, v) => { var _Object$getOwnPropert2; return { ...a, [v]: (_Object$getOwnPropert2 = Object.getOwnPropertyDescriptor(constructor, v)) == null ? void 0 : _Object$getOwnPropert2.value }; }, {}); const tokens = { vert: tokenize(shaders.vertexShader || ''), frag: tokenize(shaders.fragmentShader || '') }; const descoped = { vert: descope(tokens.vert, this.renameTokens.bind(this)), frag: descope(tokens.frag, this.renameTokens.bind(this)) }; const funcs = { vert: tokenFunctions(descoped.vert), frag: tokenFunctions(descoped.frag) }; const mainIndex = { vert: funcs.vert.map(e => { return e.name; }).indexOf('main'), frag: funcs.frag.map(e => { return e.name; }).indexOf('main') }; const variables = { vert: mainIndex.vert >= 0 ? stringify(descoped.vert.slice(0, funcs.vert[mainIndex.vert].outer[0])) : '', frag: mainIndex.frag >= 0 ? stringify(descoped.frag.slice(0, funcs.frag[mainIndex.frag].outer[0])) : '' }; const funcBodies = { vert: mainIndex.vert >= 0 ? this.getShaderFromIndex(descoped.vert, funcs.vert[mainIndex.vert].body) : '', frag: mainIndex.frag >= 0 ? this.getShaderFromIndex(descoped.frag, funcs.frag[mainIndex.frag].body) : '' }; this.vertexShader = this.processFinal(funcBodies.vert, true); this.fragmentShader = this.processFinal(funcBodies.frag); this.vertexVariables = variables.vert; this.fragmentVariables = variables.frag; (_this$onParse = this.onParse) == null ? void 0 : _this$onParse.call(this, this); this.schema = this.schema.filter((value, index) => { const _value = value.label; return index === this.schema.findIndex(obj => { return obj.label === _value; }); }); } renameTokens(name) { if (name.startsWith('u_')) { const slice = name.slice(2); return `u_${this.uuid}_${slice}`; } else if (name.startsWith('v_')) { const slice = name.slice(2); return `v_${this.uuid}_${slice}`; } else if (name.startsWith('f_')) { const slice = name.slice(2); return `f_${this.uuid}_${slice}`; } else { return name; } } processFinal(shader, isVertex) { const s = shader.replace(/\sf_/gm, ` f_${this.uuid}_`).replace(/\(f_/gm, `(f_${this.uuid}_`); const returnValue = s.match(/^.*return.*$/gm); let sReplaced = s.replace(/^.*return.*$/gm, ''); if (returnValue != null && returnValue[0]) { const returnVariable = returnValue[0].replace('return', '').trim().replace(';', ''); const blendMode = this.getBlendMode(returnVariable, 'lamina_finalColor'); sReplaced += isVertex ? `lamina_finalPosition = ${returnVariable};` : `lamina_finalColor = ${blendMode};`; } return sReplaced; } getShaderFromIndex(tokens, index) { return stringify(tokens.slice(index[0], index[1])); } getBlendMode(b, a) { switch (this.mode) { default: case 'normal': return `lamina_blend_alpha(${a}, ${b}, ${b}.a)`; case 'add': return `lamina_blend_add(${a}, ${b}, ${b}.a)`; case 'subtract': return `lamina_blend_subtract(${a}, ${b}, ${b}.a)`; case 'multiply': return `lamina_blend_multiply(${a}, ${b}, ${b}.a)`; case 'lighten': return `lamina_blend_lighten(${a}, ${b}, ${b}.a)`; case 'darken': return `lamina_blend_darken(${a}, ${b}, ${b}.a)`; case 'divide': return `lamina_blend_divide(${a}, ${b}, ${b}.a)`; case 'overlay': return `lamina_blend_overlay(${a}, ${b}, ${b}.a)`; case 'screen': return `lamina_blend_screen(${a}, ${b}, ${b}.a)`; case 'softlight': return `lamina_blend_softlight(${a}, ${b}, ${b}.a)`; case 'reflect': return `lamina_blend_reflect(${a}, ${b}, ${b}.a)`; case 'negation': return `lamina_blend_negation(${a}, ${b}, ${b}.a)`; } } getSchema() { const latestSchema = this.schema.map(({ label, options, ...rest }) => { return { label, options, ...getSpecialParameters(label), ...rest, // @ts-ignore value: serializeProp(this[label]) }; }); return latestSchema; } serialize() { const name = this.constructor.name.split('$')[0]; let nonUniformPropKeys = Object.keys(this); nonUniformPropKeys = nonUniformPropKeys.filter(e => !['uuid', 'uniforms', 'schema', 'fragmentShader', 'vertexShader', 'fragmentVariables', 'vertexVariables', 'attribs', 'events', '__r3f', 'onParse'].includes(e)); const nonUniformProps = {}; nonUniformPropKeys.forEach(k => { // @ts-ignore nonUniformProps[k] = this[k]; }); const props = {}; for (const key in this.uniforms) { const name = key.replace(`u_${this.uuid}_`, ''); props[name] = serializeProp(this.uniforms[key].value); } return { constructor: name, properties: { ...props, ...nonUniformProps } }; } } class Depth$1 extends Abstract { constructor(props) { super(Depth$1, { name: 'Depth', ...props }, self => { self.schema.push({ value: self.mapping, label: 'mapping', options: ['vector', 'world', 'camera'] }); const mapping = Depth$1.getMapping(self.uuid, self.mapping); self.fragmentShader = self.fragmentShader.replace('lamina_mapping_template', mapping); }); this.mapping = 'vector'; } static getMapping(uuid, type) { switch (type) { default: case 'vector': return `length(v_${uuid}_worldPosition - u_${uuid}_origin)`; case 'world': return `length(v_${uuid}_position - vec3(0.))`; case 'camera': return `length(v_${uuid}_worldPosition - cameraPosition)`; } } } Depth$1.u_near = 2; Depth$1.u_far = 10; Depth$1.u_origin = new Vector3(0, 0, 0); Depth$1.u_colorA = 'white'; Depth$1.u_colorB = 'black'; Depth$1.u_alpha = 1; Depth$1.vertexShader = ` varying vec3 v_worldPosition; varying vec3 v_position; void main() { v_worldPosition = (vec4(position, 1.0) * modelMatrix).xyz; v_position = position; } `; Depth$1.fragmentShader = ` uniform float u_alpha; uniform float u_near; uniform float u_far; uniform float u_isVector; uniform vec3 u_origin; uniform vec3 u_colorA; uniform vec3 u_colorB; varying vec3 v_worldPosition; varying vec3 v_position; void main() { float f_dist = lamina_mapping_template; float f_depth = (f_dist - u_near) / (u_far - u_near); vec3 f_depthColor = mix(u_colorB, u_colorA, 1.0 - clamp(f_depth, 0., 1.)); return vec4(f_depthColor, u_alpha); } `; class Color$1 extends Abstract { constructor(props) { super(Color$1, { name: 'Color', ...props }); } } Color$1.u_color = 'red'; Color$1.u_alpha = 1; Color$1.fragmentShader = ` uniform vec3 u_color; uniform float u_alpha; void main() { return vec4(u_color, u_alpha); } `; class Noise$1 extends Abstract { constructor(props) { super(Noise$1, { name: 'noise', ...props }, self => { self.schema.push({ value: self.type, label: 'type', options: Object.values(NoiseTypes) }); self.schema.push({ value: self.mapping, label: 'mapping', options: Object.values(MappingTypes) }); const noiseFunc = Noise$1.getNoiseFunction(self.type); const mapping = Noise$1.getMapping(self.mapping); self.vertexShader = self.vertexShader.replace('lamina_mapping_template', mapping); self.fragmentShader = self.fragmentShader.replace('lamina_noise_template', noiseFunc); }); this.type = 'perlin'; this.mapping = 'local'; } static getNoiseFunction(type) { switch (type) { default: case 'perlin': return `lamina_noise_perlin`; case 'simplex': return `lamina_noise_simplex`; case 'cell': return `lamina_noise_worley`; case 'white': return `lamina_noise_white`; case 'curl': return `lamina_noise_swirl`; } } static getMapping(type) { switch (type) { default: case 'local': return `position`; case 'world': return `(modelMatrix * vec4(position,1.0)).xyz`; case 'uv': return `vec3(uv, 0.)`; } } } Noise$1.u_colorA = '#666666'; Noise$1.u_colorB = '#666666'; Noise$1.u_colorC = '#FFFFFF'; Noise$1.u_colorD = '#FFFFFF'; Noise$1.u_alpha = 1; Noise$1.u_scale = 1; Noise$1.u_offset = new Vector3(0, 0, 0); Noise$1.vertexShader = ` varying vec3 v_position; void main() { v_position = lamina_mapping_template; } `; Noise$1.fragmentShader = ` uniform vec3 u_colorA; uniform vec3 u_colorB; uniform vec3 u_colorC; uniform vec3 u_colorD; uniform vec3 u_offset; uniform float u_alpha; uniform float u_scale; varying vec3 v_position; void main() { float f_n = lamina_noise_template((v_position + u_offset) * u_scale); float f_step1 = 0.; float f_step2 = 0.2; float f_step3 = 0.6; float f_step4 = 1.; vec3 f_color = mix(u_colorA, u_colorB, smoothstep(f_step1, f_step2, f_n)); f_color = mix(f_color, u_colorC, smoothstep(f_step2, f_step3, f_n)); f_color = mix(f_color, u_colorD, smoothstep(f_step3, f_step4, f_n)); return vec4(f_color, u_alpha); } `; class Fresnel$1 extends Abstract { constructor(props) { super(Fresnel$1, { name: 'Fresnel', ...props }); } } Fresnel$1.u_color = 'white'; Fresnel$1.u_alpha = 1; Fresnel$1.u_bias = 0; Fresnel$1.u_intensity = 1; Fresnel$1.u_power = 2; Fresnel$1.u_factor = 1; Fresnel$1.vertexShader = ` varying vec3 v_worldPosition; varying vec3 v_worldNormal; void main() { v_worldPosition = vec3(-viewMatrix[0][2], -viewMatrix[1][2], -viewMatrix[2][2]); v_worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal ); } `; Fresnel$1.fragmentShader = ` uniform vec3 u_color; uniform float u_alpha; uniform float u_bias; uniform float u_intensity; uniform float u_power; uniform float u_factor; varying vec3 v_worldPosition; varying vec3 v_worldNormal; void main() { float f_a = (u_factor + dot(v_worldPosition, v_worldNormal)); float f_fresnel = u_bias + u_intensity * pow(abs(f_a), u_power); f_fresnel = clamp(f_fresnel, 0.0, 1.0); return vec4(f_fresnel * u_color, u_alpha); } `; class Gradient$1 extends Abstract { constructor(props) { super(Gradient$1, { name: 'Gradient', ...props }, self => { self.schema.push({ value: self.axes, label: 'axes', options: ['x', 'y', 'z'] }); self.schema.push({ value: self.mapping, label: 'mapping', options: Object.values(MappingTypes) }); const mapping = Gradient$1.getMapping(self.mapping); self.vertexShader = self.vertexShader.replace('lamina_mapping_template', mapping || 'local'); self.fragmentShader = self.fragmentShader.replace('axes_template', self.axes || 'x'); }); this.axes = 'x'; this.mapping = 'local'; } static getMapping(type) { switch (type) { default: case 'local': return `position`; case 'world': return `(modelMatrix * vec4(position,1.0)).xyz`; case 'uv': return `vec3(uv, 0.)`; } } } Gradient$1.u_colorA = 'white'; Gradient$1.u_colorB = 'black'; Gradient$1.u_alpha = 1; Gradient$1.u_start = 1; Gradient$1.u_end = -1; Gradient$1.u_contrast = 1; Gradient$1.vertexShader = ` varying vec3 v_position; vod main() { v_position = lamina_mapping_template; } `; Gradient$1.fragmentShader = ` uniform vec3 u_colorA; uniform vec3 u_colorB; uniform vec3 u_axis; uniform float u_alpha; uniform float u_start; uniform float u_end; uniform float u_contrast; varying vec3 v_position; void main() { float f_step = smoothstep(u_start, u_end, v_position.axes_template * u_contrast); vec3 f_color = mix(u_colorA, u_colorB, f_step); return vec4(f_color, u_alpha); } `; class Matcap$1 extends Abstract { constructor(props) { super(Matcap$1, { name: "Matcap", ...props }); } } Matcap$1.u_alpha = 1; Matcap$1.u_map = undefined; Matcap$1.vertexShader = ` varying vec3 v_position; varying vec3 v_normal; void main() { v_position = normalize( vec3( modelViewMatrix * vec4( position, 1.0 ) ) ); v_normal = normalize( normalMatrix * normal ); } `; Matcap$1.fragmentShader = ` uniform sampler2D u_map; uniform float u_alpha; varying vec3 v_position; varying vec3 v_normal; void main() { vec3 f_r = reflect( v_position, v_normal ); float f_m = 2. * sqrt( pow( f_r.x, 2. ) + pow( f_r.y, 2. ) + pow( f_r.z + 1., 2. ) ); vec2 f_vN = f_r.xy / f_m + .5; vec3 f_base = texture2D(u_map, f_vN).rgb; return vec4(f_base, u_alpha); } `; class Texture$1 extends Abstract { constructor(props) { super(Texture$1, { name: 'Texture', ...props }); } } Texture$1.u_alpha = 1; Texture$1.u_map = undefined; Texture$1.vertexShader = ` varying vec2 v_uv; void main() { v_uv = uv; } `; Texture$1.fragmentShader = ` uniform sampler2D u_map; uniform float u_alpha; varying vec2 v_uv; void main() { vec4 f_color = texture2D(u_map, v_uv); return vec4(f_color.rgb, f_color.a * u_alpha); } `; class Displace$1 extends Abstract { constructor(props) { super(Displace$1, { name: 'Displace', ...props }, self => { self.schema.push({ value: self.type, label: 'type', options: Object.values(NoiseTypes) }); self.schema.push({ value: self.mapping, label: 'mapping', options: Object.values(MappingTypes) }); const noiseFunc = Displace$1.getNoiseFunction(self.type); const mapping = Displace$1.getMapping(self.mapping); self.vertexVariables = self.vertexVariables.replace('lamina_mapping_template', mapping); self.vertexVariables = self.vertexVariables.replace('lamina_noise_template', noiseFunc); }); this.type = 'perlin'; this.mapping = 'local'; } static getNoiseFunction(type) { switch (type) { default: case 'perlin': return `lamina_noise_perlin`; case 'simplex': return `lamina_noise_simplex`; case 'cell': return `lamina_noise_worley`; case 'white': return `lamina_noise_white`; case 'curl': return `lamina_noise_swirl`; } } static getMapping(type) { switch (type) { default: case 'local': return `p`; case 'world': return `(modelMatrix * vec4(p,1.0)).xyz`; case 'uv': return `vec3(uv, 0.)`; } } } Displace$1.u_strength = 1; Displace$1.u_scale = 1; Displace$1.u_offset = new Vector3(0, 0, 0); Displace$1.vertexShader = ` uniform float u_strength; uniform float u_scale; uniform vec3 u_offset; vec3 displace(vec3 p) { vec3 f_position = lamina_mapping_template; float f_n = lamina_noise_template((f_position + u_offset) * u_scale) * u_strength; vec3 f_newPosition = p + (f_n * normal); return f_newPosition; } vec3 orthogonal(vec3 v) { return normalize(abs(v.x) > abs(v.z) ? vec3(-v.y, v.x, 0.0) : vec3(0.0, -v.z, v.y)); } vec3 recalcNormals(vec3 newPos) { float offset = 0.001; vec3 tangent = orthogonal(normal); vec3 bitangent = normalize(cross(normal, tangent)); vec3 neighbour1 = position + tangent * offset; vec3 neighbour2 = position + bitangent * offset; vec3 displacedNeighbour1 = displace(neighbour1); vec3 displacedNeighbour2 = displace(neighbour2); vec3 displacedTangent = displacedNeighbour1 - newPos; vec3 displacedBitangent = displacedNeighbour2 - newPos; return normalize(cross(displacedTangent, displacedBitangent)); } void main() { vec3 f_newPosition = displace(position); lamina_finalNormal = recalcNormals(f_newPosition); return f_newPosition; } `; class Normal$1 extends Abstract { constructor(props) { super(Normal$1, { name: 'Normal', ...props }); } } Normal$1.u_alpha = 1; Normal$1.u_direction = new Vector3(1, 1, 1); Normal$1.vertexShader = ` varying vec3 v_normals; void main() { v_normals = normal; } `; Normal$1.fragmentShader = ` uniform float u_alpha; uniform vec3 u_color; uniform vec3 u_direction; varying vec3 v_normals; void main() { vec3 f_normalColor = vec3(1.); f_normalColor.x = v_normals.x * u_direction.x; f_normalColor.y = v_normals.y * u_direction.y; f_normalColor.z = v_normals.z * u_direction.z; return vec4(f_normalColor, u_alpha); } `; var BlendModesChunk = /* glsl */ ` vec4 lamina_blend_add(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(min(x.xyz + y.xyz, 1.0) * opacity + x.xyz * (1.0 - opacity), x.a); } vec3 lamina_blend_alpha(const in vec3 x, const in vec3 y, const in float opacity) { return y * opacity + x * (1.0 - opacity); } vec4 lamina_blend_alpha(const in vec4 x, const in vec4 y, const in float opacity) { float a = min(y.a, opacity); return vec4(lamina_blend_alpha(x.rgb, y.rgb, a), x.a); } vec4 lamina_blend_average(const in vec4 x, const in vec4 y, const in float opacity) { return vec4((x.xyz + y.xyz) * 0.5 * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_color_burn(const in float x, const in float y) { return (y == 0.0) ? y : max(1.0 - (1.0 - x) / y, 0.0); } vec4 lamina_blend_color_burn(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_color_burn(x.r, y.r), lamina_blend_color_burn(x.g, y.g), lamina_blend_color_burn(x.b, y.b), lamina_blend_color_burn(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_color_dodge(const in float x, const in float y) { return (y == 1.0) ? y : min(x / (1.0 - y), 1.0); } vec4 lamina_blend_color_dodge(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_color_dodge(x.r, y.r), lamina_blend_color_dodge(x.g, y.g), lamina_blend_color_dodge(x.b, y.b), lamina_blend_color_dodge(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_darken(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(min(x.xyz, y.xyz) * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_difference(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(abs(x.xyz - y.xyz) * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_divide(const in float x, const in float y) { return (y > 0.0) ? min(x / y, 1.0) : 1.0; } vec4 lamina_blend_divide(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_divide(x.r, y.r), lamina_blend_divide(x.g, y.g), lamina_blend_divide(x.b, y.b), lamina_blend_divide(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_exclusion(const in vec4 x, const in vec4 y, const in float opacity) { return vec4((x.xyz + y.xyz - 2.0 * x.xyz * y.xyz) * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_lighten(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(max(x.xyz, y.xyz) * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_multiply(const in vec4 x, const in vec4 y, const in float opacity) { return vec4( x.xyz * y.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_negation(const in vec4 x, const in vec4 y, const in float opacity) { return vec4((1.0 - abs(1.0 - x.xyz - y.xyz)) * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_normal(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(y.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_overlay(const in float x, const in float y) { return (x < 0.5) ? (2.0 * x * y) : (1.0 - 2.0 * (1.0 - x) * (1.0 - y)); } vec4 lamina_blend_overlay(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_overlay(x.r, y.r), lamina_blend_overlay(x.g, y.g), lamina_blend_overlay(x.b, y.b), lamina_blend_overlay(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_reflect(const in float x, const in float y) { return (y == 1.0) ? y : min(x * x / (1.0 - y), 1.0); } vec4 lamina_blend_reflect(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_reflect(x.r, y.r), lamina_blend_reflect(x.g, y.g), lamina_blend_reflect(x.b, y.b), lamina_blend_reflect(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_screen(const in vec4 x, const in vec4 y, const in float opacity) { return vec4((1.0 - (1.0 - x.xyz) * (1.0 - y.xyz)) * opacity + x.xyz * (1.0 - opacity), x.a); } float lamina_blend_softlight(const in float x, const in float y) { return (y < 0.5) ? (2.0 * x * y + x * x * (1.0 - 2.0 * y)) : (sqrt(x) * (2.0 * y - 1.0) + 2.0 * x * (1.0 - y)); } vec4 lamina_blend_softlight(const in vec4 x, const in vec4 y, const in float opacity) { vec4 z = vec4( lamina_blend_softlight(x.r, y.r), lamina_blend_softlight(x.g, y.g), lamina_blend_softlight(x.b, y.b), lamina_blend_softlight(x.a, y.a) ); return vec4(z.xyz * opacity + x.xyz * (1.0 - opacity), x.a); } vec4 lamina_blend_subtract(const in vec4 x, const in vec4 y, const in float opacity) { return vec4(max(x.xyz + y.xyz - 1.0, 0.0) * opacity + x.xyz * (1.0 - opacity), x.a); } `; var NoiseChunk = /* glsl */ ` // From: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 // Huge thanks to the creators of these algorithms float lamina_noise_mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 lamina_noise_mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} vec4 lamina_noise_perm(vec4 x){return lamina_noise_mod289(((x * 34.0) + 1.0) * x);} vec4 lamina_noise_permute(vec4 x) { return mod(((x * 34.0) + 1.0) * x, 289.0); } vec4 lamina_noise_taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; } float lamina_noise_white(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); } float lamina_noise_white(vec3 p) { return lamina_noise_white(p.xy); } vec3 lamina_noise_fade(vec3 t) { return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } float lamina_noise_perlin(vec3 P) { vec3 Pi0 = floor(P); // Integer part for indexing vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 Pi0 = mod(Pi0, 289.0); Pi1 = mod(Pi1, 289.0); vec3 Pf0 = fract(P); // Fractional part for interpolation vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); vec4 iy = vec4(Pi0.yy, Pi1.yy); vec4 iz0 = Pi0.zzzz; vec4 iz1 = Pi1.zzzz; vec4 ixy = lamina_noise_permute(lamina_noise_permute(ix) + iy); vec4 ixy0 = lamina_noise_permute(ixy + iz0); vec4 ixy1 = lamina_noise_permute(ixy + iz1); vec4 gx0 = ixy0 / 7.0; vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; gx0 = fract(gx0); vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); vec4 sz0 = step(gz0, vec4(0.0)); gx0 -= sz0 * (step(0.0, gx0) - 0.5); gy0 -= sz0 * (step(0.0, gy0) - 0.5); vec4 gx1 = ixy1 / 7.0; vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; gx1 = fract(gx1); vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); vec4 sz1 = step(gz1, vec4(0.0)); gx1 -= sz1 * (step(0.0, gx1) - 0.5); gy1 -= sz1 * (step(0.0, gy1) - 0.5); vec3 g000 = vec3(gx0.x, gy0.x, gz0.x); vec3 g100 = vec3(gx0.y, gy0.y, gz0.y); vec3 g010 = vec3(gx0.z, gy0.z, gz0.z); vec3 g110 = vec3(gx0.w, gy0.w, gz0.w); vec3 g001 = vec3(gx1.x, gy1.x, gz1.x); vec3 g101 = vec3(gx1.y, gy1.y, gz1.y); vec3 g011 = vec3(gx1.z, gy1.z, gz1.z); vec3 g111 = vec3(gx1.w, gy1.w, gz1.w); vec4 norm0 = lamina_noise_taylorInvSqrt( vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); g000 *= norm0.x; g010 *= norm0.y; g100 *= norm0.z; g110 *= norm0.w; vec4 norm1 = lamina_noise_taylorInvSqrt( vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); g001 *= norm1.x; g011 *= norm1.y; g101 *= norm1.z; g111 *= norm1.w; float n000 = dot(g000, Pf0); float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); float n111 = dot(g111, Pf1); vec3 fade_xyz = lamina_noise_fade(Pf0); vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); return lamina_normalize(2.2 * n_xyz); } float lamina_noise_simplex(vec3 v) { const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0); const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy)); vec3 x0 = v - i + dot(i, C.xxx); // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min(g.xyz, l.zxy); vec3 i2 = max(g.xyz, l.zxy); // x0 = x0 - 0. + 0.0 * C vec3 x1 = x0 - i1 + 1.0 * C.xxx; vec3 x2 = x0 - i2 + 2.0 * C.xxx; vec3 x3 = x0 - 1. + 3.0 * C.xxx; // Permutations i = mod(i, 289.0); vec4 p = lamina_noise_permute(lamina_noise_permute(lamina_noise_permute(i.z + vec4(0.0, i1.z, i2.z, 1.0)) + i.y + vec4(0.0, i1.y, i2.y, 1.0)) + i.x + vec4(0.0, i1.x, i2.x, 1.0)); // Gradients // ( N*N points uniformly over a square, mapped onto an octahedron.) float n_ = 1.0 / 7.0; // N=7 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,N*N) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_); // mod(j,N) vec4 x = x_ * ns.x + ns.yyyy; vec4 y = y_ * ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4(x.xy, y.xy); vec4 b1 = vec4(x.zw, y.zw); vec4 s0 = floor(b0) * 2.0 + 1.0; vec4 s1 = floor(b1) * 2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww; vec3 p0 = vec3(a0.xy, h.x); vec3 p1 = vec3(a0.zw, h.y); vec3 p2 = vec3(a1.xy, h.z); vec3 p3 = vec3(a1.zw, h.w); // Normalise gradients vec4 norm = lamina_noise_taylorInvSqrt(vec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); m = m * m; return lamina_normalize(42.0 * dot(m * m, vec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)))); } vec3 lamina_noise_simplex3(vec3 x) { float s = lamina_noise_simplex(vec3(x)); float s1 = lamina_noise_simplex(vec3(x.y - 19.1, x.z + 33.4, x.x + 47.2)); float s2 = lamina_noise_simplex(vec3(x.z + 74.2, x.x - 124.5, x.y + 99.4)); vec3 c = vec3(s, s1, s2); return c; } vec3 lamina_noise_curl(vec3 p) { const float e = .1; vec3 dx = vec3(e, 0.0, 0.0); vec3 dy = vec3(0.0, e, 0.0); vec3 dz = vec3(0.0, 0.0, e); vec3 p_x0 = lamina_noise_simplex3(p - dx); vec3 p_x1 = lamina_noise_simplex3(p + dx); vec3 p_y0 = lamina_noise_simplex3(p - dy); vec3 p_y1 = lamina_noise_simplex3(p + dy); vec3 p_z0 = lamina_noise_simplex3(p - dz); vec3 p_z1 = lamina_noise_simplex3(p + dz); float x = p_y1.z - p_y0.z - p_z1.y + p_z0.y; float y = p_z1.x - p_z0.x - p_x1.z + p_x0.z; float z = p_x1.y - p_x0.y - p_y1.x + p_y0.x; const float divisor = 1.0 / (2.0 * e); return normalize(vec3(x, y, z) * divisor); } vec3 lamina_permute(vec3 x) { return mod((34.0 * x + 1.0) * x, 289.0); } vec3 lamina_dist(vec3 x, vec3 y, vec3 z, bool manhattanDistance) { return manhattanDistance ? abs(x) + abs(y) + abs(z) : (x * x + y * y + z * z); } // From: https://github.com/Erkaman/glsl-worley float lamina_noise_worley(vec3 P) { float jitter = 1.; bool manhattanDistance = false; float K = 0.142857142857; // 1/7 float Ko = 0.428571428571; // 1/2-K/2 float K2 = 0.020408163265306; // 1/(7*7) float Kz = 0.166666666667; // 1/6 float Kzo = 0.416666666667; // 1/2-1/6*2 vec3 Pi = mod(floor(P), 289.0); vec3 Pf = fract(P) - 0.5; vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0); vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0); vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0); vec3 p = lamina_permute(Pi.x + vec3(-1.0, 0.0, 1.0)); vec3 p1 = lamina_permute(p + Pi.y - 1.0); vec3 p2 = lamina_permute(p + Pi.y); vec3 p3 = lamina_permute(p + Pi.y + 1.0); vec3 p11 = lamina_permute(p1 + Pi.z - 1.0); vec3 p12 = lamina_permute(p1 + Pi.z); vec3 p13 = lamina_permute(p1 + Pi.z + 1.0); vec3 p21 = lamina_permute(p2 + Pi.z - 1.0); vec3 p22 = lamina_permute(p2 + Pi.z); vec3 p23 = lamina_permute(p2 + Pi.z + 1.0); vec3 p31 = lamina_permute(p3 + Pi.z - 1.0); vec3 p32 = lamina_permute(p3 + Pi.z); vec3 p33 = lamina_permute(p3 + Pi.z + 1.0); vec3 ox11 = fract(p11*K) - Ko; vec3 oy11 = mod(floor(p11*K), 7.0)*K - Ko; vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed vec3 ox12 = fract(p12*K) - Ko; vec3 oy12 = mod(floor(p12*K), 7.0)*K - Ko; vec3 oz12 = floor(p12*K2)*Kz - Kzo; vec3 ox13 = fract(p13*K) - Ko; vec3 oy13 = mod(floor(p13*K), 7.0)*K - Ko; vec3 oz13 = floor(p13*K2)*Kz - Kzo; vec3 ox21 = fract(p21*K) - Ko; vec3 oy21 = mod(floor(p21*K), 7.0)*K - Ko; vec3 oz21 = floor(p21*K2)*Kz - Kzo; vec3 ox22 = fract(p22*K) - Ko; vec3 oy22 = mod(floor(p22*K), 7.0)*K - Ko; vec3 oz22 = floor(p22*K2)*Kz - Kzo; vec3 ox23 = fract(p23*K) - Ko; vec3 oy23 = mod(floor(p23*K), 7.0)*K - Ko; vec3 oz23 = floor(p23*K2)*Kz - Kzo; vec3 ox31 = fract(p31*K) - Ko; vec3 oy31 = mod(floor(p31*K), 7.0)*K - Ko; vec3 oz31 = floor(p31*K2)*Kz - Kzo; vec3 ox32 = fract(p32*K) - Ko; vec3 oy32 = mod(floor(p32*K), 7.0)*K - Ko; vec3 oz32 = floor(p32*K2)*Kz - Kzo; vec3 ox33 = fract(p33*K) - Ko; vec3 oy33 = mod(floor(p33*K), 7.0)*K - Ko; vec3 oz33 = floor(p33*K2)*Kz - Kzo; vec3 dx11 = Pfx + jitter*ox11; vec3 dy11 = Pfy.x + jitter*oy11; vec3 dz11 = Pfz.x + jitter*oz11; vec3 dx12 = Pfx + jitter*ox12; vec3 dy12 = Pfy.x + jitter*oy12; vec3 dz12 = Pfz.y + jitter*oz12; vec3 dx13 = Pfx + jitter*ox13; vec3 dy13 = Pfy.x + jitter*oy13; vec3 dz13 = Pfz.z + jitter*oz13; vec3 dx21 = Pfx + jitter*ox21; vec3 dy21 = Pfy.y + jitter*oy21; vec3 dz21 = Pfz.x + jitter*oz21; vec3 dx22 = Pfx + jitter*ox22; vec3 dy22 = Pfy.y + jitter*oy22; vec3 dz22 = Pfz.y + jitter*oz22; vec3 dx23 = Pfx + jitter*ox23; vec3 dy23 = Pfy.y + jitter*oy23; vec3 dz23 = Pfz.z + jitter*oz23; vec3 dx31 = Pfx + jitter*ox31; vec3 dy31 = Pfy.z + jitter*oy31; vec3 dz31 = Pfz.x + jitter*oz31; vec3 dx32 = Pfx + jitter*ox32; vec3 dy32 = Pfy.z + jitter*oy32; vec3 dz32 = Pfz.y + jitter*oz32; vec3 dx33 = Pfx + jitter*ox33; vec3 dy33 = Pfy.z + jitter*oy33; vec3 dz33 = Pfz.z + jitter*oz33; vec3 d11 = lamina_dist(dx11, dy11, dz11, manhattanDistance); vec3 d12 = lamina_dist(dx12, dy12, dz12, manhattanDistance); vec3 d13 = lamina_dist(dx13, dy13, dz13, manhattanDistance); vec3 d21 = lamina_dist(dx21, dy21, dz21, manhattanDistance); vec3 d22 = lamina_dist(dx22, dy22, dz22, manhattanDistance); vec3 d23 = lamina_dist(dx23, dy23, dz23, manhattanDistance); vec3 d31 = lamina_dist(dx31, dy31, dz31, manhattanDistance); vec3 d32 = lamina_dist(dx32, dy32, dz32, manhattanDistance); vec3 d33 = lamina_dist(dx33, dy33, dz33, manhattanDistance); vec3 d1a = min(d11, d12); d12 = max(d11, d12); d11 = min(d1a, d13); // Smallest now not in d12 or d13 d13 = max(d1a, d13); d12 = min(d12, d13); // 2nd smallest now not in d13 vec3 d2a = min(d21, d22); d22 = max(d21, d22); d21 = min(d2a, d23); // Smallest now not in d22 or d23 d23 = max(d2a, d23); d22 = min(d22, d23); // 2nd smallest now not in d23 vec3 d3a = min(d31, d32); d32 = max(d31, d32); d31 = min(d3a, d33); // Smallest now not in d32 or d33 d33 = max(d3a, d33); d32 = min(d32, d33); // 2nd smallest now not in d33 vec3 da = min(d11, d21); d21 = max(d11, d21); d11 = min(da, d31); // Smallest now in d11 d31 = max(da, d31); // 2nd smallest now not in d31 d11.xy = (d11.x < d11.y) ? d11.xy : d11.yx; d11.xz = (d11.x < d11.z) ? d11.xz : d11.zx; // d11.x now smallest d12 = min(d12, d21); // 2nd smallest now not in d21 d12 = min(d12, d22); // nor in d22 d12 = min(d12, d31); // nor in d31 d12 = min(d12, d32); // nor in d32 d11.yz = min(d11.yz,d12.xy); // nor in d12.yz d11.y = min(d11.y,d12.z); // Only two more to go d11.y = min(d11.y,d11.z); // Done! (Phew!) vec2 F = sqrt(d11.xy); return F.x; // F1, F2 } float lamina_noise_swirl(vec3 position) { float scale = 0.1; float freq = 4. * scale; float t = 1.; vec3 pos = (position * scale) + lamina_noise_curl(position * 7. * scale); float worley1 = 1. - lamina_noise_worley((pos * (freq * 2.)) + (t * 2.)); float worley2 = 1. - lamina_noise_worley((pos * (freq * 4.)) + (t * 4.)); float worley3 = 1. - lamina_noise_worley((pos * (freq * 8.)) + (t * 8.)); float worley4 = 1. - lamina_noise_worley((pos * (freq * 16.)) + (t * 16.)); float fbm1 = worley1 * .625 + worley2 * .25 + worley3 * .125; float fbm2 = worley2 * .625 + worley3 * .25 + worley4 * .125; float fbm3 = worley3 * .75 + worley4 * .25; vec3 curlWorleyFbm = vec3(fbm1, fbm2, fbm3); float curlWorley = curlWorleyFbm.r * .625 + curlWorleyFbm.g * .25 + curlWorleyFbm.b * .125; return curlWorley; } `; var HelpersChunk = /* glsl */ ` float lamina_map(float value, float min1, float max1, float min2, float max2) { return min2 + (value - min1) * (max2 - min2) / (max1 - min1); } float lamina_normalize(float v) { return lamina_map(v, -1.0, 1.0, 0.0, 1.0); } `; class LayerMaterial$1 extends CustomShaderMaterial { constructor({ color, alpha, lighting, layers, name, ...props } = {}) { super({ baseMaterial: ShadingTypes[lighting || 'basic'], ...props }); this.name = 'LayerMaterial'; this.layers = []; this.lighting = 'basic'; const _baseColor = color || 'white'; const _alpha = alpha != null ? alpha : 1; this.uniforms = { u_lamina_color: { value: typeof _baseColor === 'string' ? new THREE.Color(_baseColor).convertSRGBToLinear() : _baseColor }, u_lamina_alpha: { value: _alpha } }; this.layers = layers || this.layers; this.lighting = lighting || this.lighting; this.name = name || this.name; this.refresh(); } genShaders() { let vertexVariables = ''; let fragmentVariables = ''; let vertexShader = ''; let fragmentShader = ''; let uniforms = {}; this.layers.filter(l => l.visible).forEach(l => { // l.buildShaders(l.constructor) vertexVariables += l.vertexVariables + '\n'; fragmentVariables += l.fragmentVariables + '\n'; vertexShader += l.vertexShader + '\n'; fragmentShader += l.fragmentShader + '\n'; uniforms = { ...uniforms, ...l.uniforms }; }); uniforms = { ...uniforms, ...this.uniforms }; return { uniforms, vertexShader: ` ${HelpersChunk} ${NoiseChunk} ${vertexVariables} void main() { vec3 lamina_finalPosition = position; vec3 lamina_finalNormal = normal; ${vertexShader} csm_Position = lamina_finalPosition; csm_Normal = lamina_finalNormal; } `, fragmentShader: ` ${HelpersChunk} ${NoiseChunk} ${BlendModesChunk} ${fragmentVariables} uniform vec3 u_lamina_color; uniform float u_lamina_alpha; void main() { vec4 lamina_finalColor = vec4(u_lamina_color, u_lamina_alpha); ${fragmentShader} csm_DiffuseColor = lamina_finalColor; } ` }; } refresh() { const { uniforms, fragmentShader, vertexShader } = this.genShaders(); super.update({ fragmentShader, vertexShader, uniforms }); } serialize() { return { constructor: 'LayerMaterial', properties: { color: this.color, alpha: this.alpha, name: this.name, lighting: this.lighting } }; } set color(v) { var _this$uniforms, _this$uniforms$u_lami; if ((_this$uniforms = this.uniforms) != null && (_this$uniforms$u_lami = _this$uniforms.u_lamina_color) != null && _this$uniforms$u_lami.value) this.uniforms.u_lamina_color.value = typeof v === 'string' ? new THREE.Color(v).convertSRGBToLinear() : v; } get color() { var _this$uniforms2, _this$uniforms2$u_lam; return (_this$uniforms2 = this.uniforms) == null ? void 0 : (_this$uniforms2$u_lam = _this$uniforms2.u_lamina_color) == null ? void 0 : _this$uniforms2$u_lam.value; } set alpha(v) { this.uniforms.u_lamina_alpha.value = v; } get alpha() { return this.uniforms.u_lamina_alpha.value; } } var LAYERS = /*#__PURE__*/Object.freeze({ __proto__: null, LayerMaterial: LayerMaterial$1, Abstract: Abstract, Depth: Depth$1, Color: Color$1, Noise: Noise$1, Fresnel: Fresnel$1, Gradient: Gradient$1, Matcap: Matcap$1, Texture: Texture$1, Displace: Displace$1, Normal: Normal$1 }); function getPropsFromLayer(layer) { // @ts-ignore const constructor = LAYERS[layer.constructor]; const instance = new constructor(); let props = ''; Object.entries(layer.properties).forEach(([key, val]) => { var _constructor2; const defaultVal = (_constructor2 = constructor['u_' + key]) != null ? _constructor2 : instance[key]; switch (key) { case 'name': if (val !== layer.constructor) props += ` ${key}={${JSON.stringify(val)}}`; break; case 'visible': if (!val) props += ` ${key}={${JSON.stringify(val)}}`; break; default: if (val !== defaultVal) props += ` ${key}={${JSON.stringify(val)}}`; break; } }); return props; } function serializedLayersToJSX(layers, material) { const materialProps = getPropsFromLayer(material); const jsx = ` <LayerMaterial${materialProps}> ${layers.map(layer => { const props = getPropsFromLayer(layer); return `<${layer.constructor}${props} />`; }).join('\n\t')} </LayerMaterial> `; return jsx; } function getJSPropsFromLayer(layer) { // @ts-ignore const constructor = LAYERS[layer.constructor]; const instance = new constructor(); let props = '\t'; let entries = Object.entries(layer.properties); entries.forEach(([key, val], idx) => { var _constructor; const eol = '\n\t\t'; if (key.includes('color')) { const v = typeof val === "string" ? val : '#' + val.getHexString(); props += `${key}: ${JSON.stringify(v)},${eol}`; } else { const defaultVal = (_constructor = constructor['u_' + key]) != null ? _constructor : instance[key]; switch (key) { case 'name': if (val !== layer.constructor) props += `${key}: ${JSON.stringify(val)},${eol}`; break; case 'visible': if (!val) props += `${key}:${JSON.stringify(val)},${eol}`; break; default: if (val !== defaultVal) props += `${key}: ${JSON.stringify(val)},${eol}`; break; } } }); return props; } function serializedLayersToJS(layers, material) { const materialProps = getJSPropsFromLayer(material); const jsLayers = `${layers.map(l => { return `new ${l.constructor}({ ${getJSPropsFromLayer(l)} })`; }).join(',\n\t\t')}`; const js = ` new LayerMaterial({ ${materialProps} layers: [ ${jsLayers} ] })`; return js; } extend({ LayerMaterial: LayerMaterial$1 }); function DynamicLeva({ name, layers, store, setUpdate }) { useControls(name, () => { const o = {}; layers.forEach((layer, i) => { const n = `${layer.label} ~${i}`; o[n] = layer; o[n].onChange = () => setUpdate([`${name}.${n}`, layer.label]); }); return o; }, { store }, [layers, name]); return null; } const DebugLayerMaterial = /*#__PURE__*/React.forwardRef(({ children, ...props }, forwardRef) => { var _ref$current, _ref$current2, _ref$current3; const ref = React.useRef(null); useImperativeHandle(forwardRef, () => ref.current); const store = useCreateStore(); const [layers, setLayers] = React.useState({}); const [path, setPath] = React.useState(['', '']); const textureLoader = useMemo(() => new TextureLoader(), []); useControls({ 'Copy JSX': button(() => { const serialized = ref.current.layers.map(l => l.serialize()); const jsx = serializedLayersToJSX(serialized, ref.current.serialize()); navigator.clipboard.writeText(jsx); }), 'Copy JS': button(() => { const serialized = ref.current.layers.map(l => l.serialize()); const js = serializedLayersToJS(serialized, ref.current.serialize()); navigator.clipboard.writeText(js); }) }, { store }); const { Lighting } = useControls('Base', { Color: { value: '#' + new Color$2(((_ref$current = ref.current) == null ? void 0 : _ref$current.color) || (props == null ? void 0 : props.color) || 'white').convertLinearToSRGB().getHexString(), onChange: v => { ref.current.color = v; } }, Alpha: { value: ((_ref$current2 = ref.current) == null ? void 0 : _ref$current2.alpha) || (props == null ? void 0 : props.alpha) || 1, min: 0, max: 1, onChange: v => { ref.current.alpha = v; } }, Lighting: { value: ((_ref$current3 = ref.current) == null ? void 0 : _ref$current3.lighting) || (props == null ? void 0 : props.lighting) || 'basic', options: Object.keys(ShadingTypes) } }, { store }); const [args, otherProps] = useMemo(() => getLayerMaterialArgs({ ...props, lighting: Lighting }), [props, Lighting]); React.useEffect(() => { const layers = ref.current.layers; const schema = {}; layers.forEach((layer, i) => { if (layer.getSchema) schema[`${layer.name} ~${i}`] = layer.getSchema(); }); setLayers(schema); }, [children]); React.useEffect(() => { const data = store.getData(); const updatedData = data[path[0]]; if (updatedData) { const split = path[0].split('.'); const index = parseInt(split[0].split(' ~')[1]); const property = path[1]; const id = ref.current.layers[index].uuid; const uniform = ref.current.uniforms[`u_${id}_${property}`]; const layer = ref.current.layers[index]; if (property !== 'map') { layer[property] = updatedData.value; if (uniform) { uniform.value = getUniform(updatedData.value); } else { layer.buildShaders(layer.constructor); ref.current.refresh(); } } else { (async () => { try { if (updatedData.value) { const t = await textureLoader.loadAsync(updatedData.value); layer[property] = t; uniform.value = t; } else { layer[property] = undefined; uniform.value = undefined; } } catch (error) { console.error(error); } })(); } } }, [path]); React.useLayoutEffect(() => { ref.current.layers = ref.current.__r3f.objects; ref.current.refresh(); }, [children, args]); React.useLayoutEffect(() => { const root = document.body.querySelector('#root'); const div = document.createElement('div'); if (root) { root.appendChild(div); const levaRoot = createRoot(div); levaRoot.render( /*#__PURE__*/React.createElement(LevaPanel, { titleBar: { title: props.name || ref.current.name }, store: store })); } return () => { div.remove(); }; }, [props.name]); return /*#__PURE_