lume
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JavaScript
var __runInitializers = (this && this.__runInitializers) || function (thisArg, initializers, value) {
var useValue = arguments.length > 2;
for (var i = 0; i < initializers.length; i++) {
value = useValue ? initializers[i].call(thisArg, value) : initializers[i].call(thisArg);
}
return useValue ? value : void 0;
};
var __esDecorate = (this && this.__esDecorate) || function (ctor, descriptorIn, decorators, contextIn, initializers, extraInitializers) {
function accept(f) { if (f !== void 0 && typeof f !== "function") throw new TypeError("Function expected"); return f; }
var kind = contextIn.kind, key = kind === "getter" ? "get" : kind === "setter" ? "set" : "value";
var target = !descriptorIn && ctor ? contextIn["static"] ? ctor : ctor.prototype : null;
var descriptor = descriptorIn || (target ? Object.getOwnPropertyDescriptor(target, contextIn.name) : {});
var _, done = false;
for (var i = decorators.length - 1; i >= 0; i--) {
var context = {};
for (var p in contextIn) context[p] = p === "access" ? {} : contextIn[p];
for (var p in contextIn.access) context.access[p] = contextIn.access[p];
context.addInitializer = function (f) { if (done) throw new TypeError("Cannot add initializers after decoration has completed"); extraInitializers.push(accept(f || null)); };
var result = (0, decorators[i])(kind === "accessor" ? { get: descriptor.get, set: descriptor.set } : descriptor[key], context);
if (kind === "accessor") {
if (result === void 0) continue;
if (result === null || typeof result !== "object") throw new TypeError("Object expected");
if (_ = accept(result.get)) descriptor.get = _;
if (_ = accept(result.set)) descriptor.set = _;
if (_ = accept(result.init)) initializers.unshift(_);
}
else if (_ = accept(result)) {
if (kind === "field") initializers.unshift(_);
else descriptor[key] = _;
}
}
if (target) Object.defineProperty(target, contextIn.name, descriptor);
done = true;
};
import 'element-behaviors';
import { untrack } from 'solid-js';
import { attribute, stringAttribute } from '@lume/element';
import { ShaderMaterial } from 'three/src/materials/ShaderMaterial.js';
// @ts-ignore, no type def
import default_vertex from 'three/src/renderers/shaders/ShaderChunk/default_vertex.glsl.js';
// @ts-ignore, no type def
import default_fragment from 'three/src/renderers/shaders/ShaderChunk/default_fragment.glsl.js';
import { behavior } from '../../Behavior.js';
import { receiver } from '../../PropReceiver.js';
import { MaterialBehavior } from './MaterialBehavior.js';
let ShaderMaterialBehavior = (() => {
let _classDecorators = [behavior];
let _classDescriptor;
let _classExtraInitializers = [];
let _classThis;
let _classSuper = MaterialBehavior;
let _instanceExtraInitializers = [];
let _get_uniforms_decorators;
let _set_uniforms_decorators;
let _vertexShader_decorators;
let _vertexShader_initializers = [];
let _vertexShader_extraInitializers = [];
let _fragmentShader_decorators;
let _fragmentShader_initializers = [];
let _fragmentShader_extraInitializers = [];
var ShaderMaterialBehavior = class extends _classSuper {
static { _classThis = this; }
static {
const _metadata = typeof Symbol === "function" && Symbol.metadata ? Object.create(_classSuper[Symbol.metadata] ?? null) : void 0;
_get_uniforms_decorators = [attribute, receiver];
_set_uniforms_decorators = [attribute];
_vertexShader_decorators = [stringAttribute, receiver];
_fragmentShader_decorators = [stringAttribute, receiver];
__esDecorate(this, null, _get_uniforms_decorators, { kind: "getter", name: "uniforms", static: false, private: false, access: { has: obj => "uniforms" in obj, get: obj => obj.uniforms }, metadata: _metadata }, null, _instanceExtraInitializers);
__esDecorate(this, null, _set_uniforms_decorators, { kind: "setter", name: "uniforms", static: false, private: false, access: { has: obj => "uniforms" in obj, set: (obj, value) => { obj.uniforms = value; } }, metadata: _metadata }, null, _instanceExtraInitializers);
__esDecorate(null, null, _vertexShader_decorators, { kind: "field", name: "vertexShader", static: false, private: false, access: { has: obj => "vertexShader" in obj, get: obj => obj.vertexShader, set: (obj, value) => { obj.vertexShader = value; } }, metadata: _metadata }, _vertexShader_initializers, _vertexShader_extraInitializers);
__esDecorate(null, null, _fragmentShader_decorators, { kind: "field", name: "fragmentShader", static: false, private: false, access: { has: obj => "fragmentShader" in obj, get: obj => obj.fragmentShader, set: (obj, value) => { obj.fragmentShader = value; } }, metadata: _metadata }, _fragmentShader_initializers, _fragmentShader_extraInitializers);
__esDecorate(null, _classDescriptor = { value: _classThis }, _classDecorators, { kind: "class", name: _classThis.name, metadata: _metadata }, null, _classExtraInitializers);
ShaderMaterialBehavior = _classThis = _classDescriptor.value;
if (_metadata) Object.defineProperty(_classThis, Symbol.metadata, { enumerable: true, configurable: true, writable: true, value: _metadata });
__runInitializers(_classThis, _classExtraInitializers);
}
// TODO: Perhaps instead of accepting string objects for HTML attributes,
// we can create specific uniform-foo attributes for each uniform, and have
// specific data handling and type definitions for each one. This would
// make it easier to animate particular uniforms instead of replacing the
// whole object each time.
get uniforms() {
return this.#uniforms;
}
set uniforms(u) {
if (!u) {
this.#uniforms = {};
return;
}
if (typeof u === 'string') {
try {
this.#uniforms = JSON.parse(u);
}
catch (e) {
console.warn('Unparsable uniform value:', u);
}
}
else {
this.#uniforms = u;
}
}
#uniforms = (__runInitializers(this, _instanceExtraInitializers), {});
vertexShader = __runInitializers(this, _vertexShader_initializers, default_vertex);
fragmentShader = (__runInitializers(this, _vertexShader_extraInitializers), __runInitializers(this, _fragmentShader_initializers, default_fragment));
_createComponent() {
// untrack, we subsequently update the properties using an effect.
return untrack(() => {
return new ShaderMaterial({
uniforms: this.uniforms,
vertexShader: this.vertexShader,
fragmentShader: this.fragmentShader,
});
});
}
connectedCallback() {
this.createEffect(() => {
const mat = this.meshComponent;
if (!mat)
return;
mat.uniforms = this.uniforms;
mat.vertexShader = this.vertexShader || default_vertex;
mat.fragmentShader = this.fragmentShader || default_fragment;
mat.needsUpdate = true;
this.element.needsUpdate();
});
super.connectedCallback();
}
constructor() {
super(...arguments);
__runInitializers(this, _fragmentShader_extraInitializers);
}
};
return ShaderMaterialBehavior = _classThis;
})();
export { ShaderMaterialBehavior };
if (globalThis.window?.document && !elementBehaviors.has('shader-material'))
elementBehaviors.define('shader-material', ShaderMaterialBehavior);
//# sourceMappingURL=ShaderMaterialBehavior.js.map