threepipe
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A 3D viewer framework built on top of three.js in TypeScript with a focus on quality rendering, modularity and extensibility.
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JavaScript
import { ShaderMaterial } from 'three';
import { generateUiConfig } from 'uiconfig.js';
import { shaderUtils, ThreeSerialization } from '../../utils';
import { iMaterialCommons, threeMaterialPropList } from './iMaterialCommons';
import { iMaterialUI } from './IMaterialUi';
/**
* And extension of three.js ShaderMaterial that can be assigned to objects, and support threepipe features, uiconfig, and serialization.
*
* @category Materials
*/
export class ObjectShaderMaterial extends ShaderMaterial {
dispose() { return iMaterialCommons.dispose(super.dispose).call(this); }
clone() { return iMaterialCommons.clone(super.clone).call(this); }
dispatchEvent(event) { iMaterialCommons.dispatchEvent(super.dispatchEvent).call(this, event); }
// envMap: ITexture | null = null
constructor({ customMaterialExtensions, ...parameters } = {}) {
super();
this.assetType = 'material';
this.isObjectShaderMaterial = true;
this.appliedMeshes = new Set();
this.setDirty = iMaterialCommons.setDirty;
// region Material Extension
this.materialExtensions = [];
this.extraUniformsToUpload = {};
this.registerMaterialExtensions = iMaterialCommons.registerMaterialExtensions;
this.unregisterMaterialExtensions = iMaterialCommons.unregisterMaterialExtensions;
// onBeforeRender(...args: Parameters<IMaterial['onBeforeRender']>): void {
// super.onBeforeRender(...args)
// iMaterialCommons.onBeforeRender.call(this, ...args)
// }
this.onBeforeRender = iMaterialCommons.onBeforeRenderOverride(super.onBeforeRender);
this.onAfterRender = iMaterialCommons.onAfterRenderOverride(super.onAfterRender);
// endregion
// region UI Config
// todo dispose ui config
this.uiConfig = {
type: 'folder',
label: 'Shader Material',
uuid: 'OSM2_' + this.uuid,
expanded: true,
onChange: (ev) => {
if (!ev.config || ev.config.onChange)
return;
// todo set needsUpdate true only for properties that require it like maps.
this.setDirty({ uiChangeEvent: ev, needsUpdate: !!ev.last, refreshUi: !!ev.last });
},
children: [
...generateUiConfig(this),
...iMaterialUI.base(this),
iMaterialUI.blending(this),
iMaterialUI.polygonOffset(this),
...iMaterialUI.misc(this),
],
};
!this.defines && (this.defines = {});
this.fog = false;
this.setDirty = this.setDirty.bind(this);
if (customMaterialExtensions)
this.registerMaterialExtensions(customMaterialExtensions);
iMaterialCommons.upgradeMaterial.call(this);
this.setValues(parameters);
}
customProgramCacheKey() {
return super.customProgramCacheKey() + iMaterialCommons.customProgramCacheKey.call(this);
}
onBeforeCompile(shader, renderer) {
// const f = [
// ['vec3 outgoingLight = ', 'afterModulation'], // added markers before found substring
// ['#include <aomap_fragment>', 'beforeModulation'],
// ['ReflectedLight reflectedLight = ', 'beforeAccumulation'],
// ['#include <clipping_planes_fragment>', 'mainStart'],
// ]
// const v = [
// ['#include <uv_vertex>', 'mainStart'],
// ]
//
// for (const vElement of v) shader.vertexShader = shaderReplaceString(shader.vertexShader, vElement[0], '#glMarker ' + vElement[1] + '\n' + vElement[0])
// for (const vElement of f) shader.fragmentShader = shaderReplaceString(shader.fragmentShader, vElement[0], '#glMarker ' + vElement[1] + '\n' + vElement[0])
iMaterialCommons.onBeforeCompile.call(this, shader, renderer);
// shader.defines.INVERSE_ALPHAMAP = this.userData.inverseAlphaMap ? 1 : 0
super.onBeforeCompile(shader, renderer);
}
// endregion
// region Serialization
/**
* Sets the values of this material based on the values of the passed material or an object with material properties
* The input is expected to be a valid material or a deserialized material parameters object(including the deserialized userdata)
* @param parameters - material or material parameters object
* @param allowInvalidType - if true, the type of the oldMaterial is not checked. Objects without type are always allowed.
* @param clearCurrentUserData - if undefined, then depends on material.isMaterial. if true, the current userdata is cleared before setting the new values, because it can have data which wont be overwritten if not present in the new material.
*/
setValues(parameters, allowInvalidType = true, clearCurrentUserData = undefined) {
if (!parameters)
return this;
if (parameters.type && !allowInvalidType && !['ShaderMaterial', 'ShaderMaterial2', 'ExtendedShaderMaterial', this.constructor.TYPE].includes(parameters.type)) {
console.error('Material type is not supported:', parameters.type);
return this;
}
if (clearCurrentUserData === undefined)
clearCurrentUserData = parameters.isMaterial;
if (clearCurrentUserData)
this.userData = {};
iMaterialCommons.setValues(super.setValues).call(this, parameters);
this.userData.uuid = this.uuid;
return this;
}
copy(source) {
return this.setValues(source, false);
}
/**
* Serializes this material to JSON.
* @param meta - metadata for serialization
* @param _internal - Calls only super.toJSON, does internal three.js serialization and `@serialize` tags. Set it to true only if you know what you are doing. This is used in Serialization->serializer->material
*/
toJSON(meta, _internal = false) {
if (_internal)
return {
...super.toJSON(meta),
...ThreeSerialization.Serialize(this, meta, true), // this will serialize the properties of this class(like defined with @serialize and @serialize attribute)
};
return ThreeSerialization.Serialize(this, meta, false); // this will call toJSON again, but with baseOnly=true, that's why we set isThis to false.
}
/**
* Deserializes the material from JSON.
* Textures should be loaded and in meta.textures before calling this method.
* todo - needs to be tested
* @param data
* @param meta
* @param _internal
*/
fromJSON(data, meta, _internal = false) {
if (_internal) {
ThreeSerialization.Deserialize(data, this, meta, true);
return this.setValues(data);
}
this.dispatchEvent({ type: 'beforeDeserialize', data, meta, bubbleToObject: true, bubbleToParent: true });
return this;
}
}
ObjectShaderMaterial.TypeSlug = 'shmat';
ObjectShaderMaterial.TYPE = 'ObjectShaderMaterial'; // not using .type because it is used by three.js
// endregion UI Config
// Class properties can also be listed with annotations like @serialize or @property
// used for serialization // todo change for shadermaterial
ObjectShaderMaterial.MaterialProperties = {
...threeMaterialPropList,
defines: {},
uniforms: {},
uniformsGroups: [],
vertexShader: '',
fragmentShader: '',
linewidth: 1,
wireframe: false,
wireframeLinewidth: 1,
fog: false, // set to use scene fog
lights: false, // set to use scene lights
clipping: false, // set to use user-defined clipping planes
forceSinglePass: true,
extensions: {
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false, // set to use shader texture LOD
},
// When rendered geometry doesn't include these attributes but the material does,
// use these default values in WebGL. This avoids errors when buffer data is missing.
defaultAttributeValues: {
'color': [1, 1, 1],
'uv': [0, 0],
'uv1': [0, 0],
},
index0AttributeName: undefined,
uniformsNeedUpdate: false,
glslVersion: null,
flatShading: false,
};
ObjectShaderMaterial.MaterialTemplate = {
materialType: ObjectShaderMaterial.TYPE,
name: 'shader',
typeSlug: ObjectShaderMaterial.TypeSlug,
alias: ['shader', ObjectShaderMaterial.TYPE, ObjectShaderMaterial.TypeSlug, 'ShaderMaterial', 'ShaderMaterial2', 'ExtendedShaderMaterial'],
params: {
vertexShader: shaderUtils.defaultVertex,
fragmentShader: shaderUtils.defaultFragment,
},
generator: (params) => {
return new ObjectShaderMaterial(params);
},
};
// todo gltf material extension
//# sourceMappingURL=ObjectShaderMaterial.js.map