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lume

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Build next-level interactive web applications.

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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