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threepipe

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A modern 3D viewer framework built on top of three.js, written in TypeScript, designed to make creating high-quality, modular, and extensible 3D experiences on the web simple and enjoyable.

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import { ColorManagement, Material, MaterialParameters, Scene, WebGLProgramParametersWithUniforms, WebGLRenderer, } from 'three' import {copyProps} from 'ts-browser-helpers' import {copyMaterialUserData} from '../../utils/serialization' import {MaterialExtender, MaterialExtension} from '../../materials' import {IScene} from '../IScene' import {AnimateTimeMaterial, IMaterial, IMaterialEventMap, IMaterialSetDirtyOptions} from '../IMaterial' import {UnlitMaterial} from './UnlitMaterial' import {threeMaterialInterpolateProps, threeMaterialPropList} from './threeMaterialPropList' import {lerpParams} from '../../utils/lerp' export const iMaterialCommons = { threeMaterialPropList, threeMaterialInterpolateProps, setDirty: function(this: IMaterial, options?: IMaterialSetDirtyOptions): void { if (options?.needsUpdate !== false) this.needsUpdate = true this.dispatchEvent({bubbleToObject: true, bubbleToParent: true, ...options, type: 'materialUpdate'}) // this sets sceneUpdate in root scene if (options?.last !== false && options?.refreshUi !== false) this.uiConfig?.uiRefresh?.(true, 'postFrame', 1) }, setValues: (superSetValues: Material['setValues']): IMaterial['setValues'] => function(this: IMaterial, parameters: Material | (MaterialParameters & {type?: string}), _allowInvalidType?: boolean, clearCurrentUserData?: boolean, time?: AnimateTimeMaterial): IMaterial { if (clearCurrentUserData === undefined) clearCurrentUserData = (<Material>parameters).isMaterial if (clearCurrentUserData) this.userData = {} // legacy check for old color management(non-sRGB) in material.setValues todo: move this to Material.fromJSON const legacyColors = (parameters as any)?.metadata && (parameters as any)?.metadata.version <= 4.5 const lastColorManagementEnabled = ColorManagement.enabled if (legacyColors) ColorManagement.enabled = false const propList = this.constructor.MaterialProperties const params: any = !propList ? {...parameters} : copyProps(parameters, {} as any, Array.from(Object.keys(propList))) // remove undefined values for (const key of Object.keys(params)) if (params[key] === undefined) delete params[key] const userData = params.userData delete params.userData const interpolateProps = new Set([...this.constructor.InterpolateProperties || UnlitMaterial.InterpolateProperties, ...this.constructor.MapProperties || UnlitMaterial.MapProperties]) if (time) { lerpParams(params, this as any, interpolateProps, time) } // todo: can migrate to @serialize for properties which have UI etc and use super.setValues for the rest like threeMaterialPropList superSetValues.call(this, params) if (userData) copyMaterialUserData(this.userData, userData) // bump map scale fix todo: move this to Material.fromJSON // https://github.com/repalash/three.js/commit/7b13bb515866f6a002928bd28d0a793cafeaeb1a const legacyBumpScale = (parameters as any)?.metadata && (parameters as any)?.metadata.version <= 4.6 if ((legacyBumpScale || this.userData.legacyBumpScale) && (this as any)?.bumpScale !== undefined && this?.bumpMap && this.defines) { console.warn('MaterialManager: Old format material loaded, bump map might be incorrect.', parameters, (parameters as any).bumpScale) this.defines.BUMP_MAP_SCALE_LEGACY = '1' this.userData.legacyBumpScale = true this.needsUpdate = true } if (legacyColors) ColorManagement.enabled = lastColorManagementEnabled this.setDirty && this.setDirty() return this }, dispose: (superDispose: Material['dispose']): IMaterial['dispose'] => function(this: IMaterial, force = true): void { if (!force && this.userData.disposeOnIdle === false) return superDispose.call(this) }, clone: (superClone: Material['clone']): IMaterial['clone'] => function(this: IMaterial, track = false): IMaterial { if (track) { if (!this.userData.cloneId) { this.userData.cloneId = '0' } if (!this.userData.cloneCount) { this.userData.cloneCount = 0 } this.userData.cloneCount += 1 } const material: IMaterial = this.generator?.({})?.setValues(this, false) ?? superClone.call(this) if (track) { material.userData.cloneId = material.userData.cloneId + '_' + this.userData.cloneCount material.userData.cloneCount = 0 material.name = (material.name || 'mat') + '_' + material.userData.cloneId } return material }, dispatchEvent: (superDispatchEvent: Material['dispatchEvent']): IMaterial['dispatchEvent'] => function(this: IMaterial, event): void { superDispatchEvent.call(this, event) const type = event.type if ((event as IMaterialEventMap['materialUpdate']).bubbleToObject && ( type === 'beforeDeserialize' || type === 'materialUpdate' || type === 'textureUpdate' || type === 'select' // todo - add more events )) { this.appliedMeshes.forEach(m => m.dispatchEvent({...event, material: this, type})) } }, customProgramCacheKey: function(this: IMaterial): string { return MaterialExtender.CacheKeyForExtensions(this, this.materialExtensions) + this.userData.inverseAlphaMap }, registerMaterialExtensions: function(this: IMaterial, customMaterialExtensions: MaterialExtension[]): void { MaterialExtender.RegisterExtensions(this, customMaterialExtensions) }, unregisterMaterialExtensions: function(this: IMaterial, customMaterialExtensions: MaterialExtension[]): void { MaterialExtender.UnregisterExtensions(this, customMaterialExtensions) }, // shader is not Shader but WebglUniforms.getParameters return value type so includes defines onBeforeCompile: function(this: IMaterial, shader: WebGLProgramParametersWithUniforms, renderer: WebGLRenderer): void { if (this.materialExtensions) MaterialExtender.ApplyMaterialExtensions(this, shader, this.materialExtensions, renderer) this.dispatchEvent({type: 'beforeCompile', shader, renderer}) shader.fragmentShader = shader.fragmentShader.replaceAll('#glMarker', '// ') shader.vertexShader = shader.vertexShader.replaceAll('#glMarker', '// ') }, onBeforeRender: function(this: IMaterial, renderer, scene: Scene & Partial<IScene>, camera, geometry, object) { if (this.envMapIntensity !== undefined && !this.userData.separateEnvMapIntensity && scene.envMapIntensity !== undefined) { this.userData.__envIntensity = this.envMapIntensity this.envMapIntensity = scene.envMapIntensity } if (this.defines && this.envMap !== undefined && scene.fixedEnvMapDirection !== undefined) { if (scene.fixedEnvMapDirection) { if (!this.defines.FIX_ENV_DIRECTION) { this.defines.FIX_ENV_DIRECTION = '1' this.needsUpdate = true } } else if (this.defines.FIX_ENV_DIRECTION !== undefined) { delete this.defines.FIX_ENV_DIRECTION this.needsUpdate = true } } this.dispatchEvent({type: 'beforeRender', renderer, scene, camera, geometry, object}) } as IMaterial['onBeforeRender'], onAfterRender: function(this: IMaterial, renderer, scene: Scene & Partial<IScene>, camera, geometry, object) { if (this.userData.__envIntensity !== undefined) { this.envMapIntensity = this.userData.__envIntensity delete this.userData.__envIntensity } this.dispatchEvent({type: 'afterRender', renderer, scene, camera, geometry, object}) } as IMaterial['onAfterRender'], onBeforeCompileOverride: (superOnBeforeCompile: Material['onBeforeCompile']): IMaterial['onBeforeCompile'] => function(this: IMaterial, shader: WebGLProgramParametersWithUniforms, renderer: WebGLRenderer): void { iMaterialCommons.onBeforeCompile.call(this, shader, renderer) superOnBeforeCompile.call(this, shader, renderer) }, onBeforeRenderOverride: (superOnBeforeRender: Material['onBeforeRender']): IMaterial['onBeforeRender'] => function(this: IMaterial, ...args: Parameters<Material['onBeforeRender']>): void { superOnBeforeRender.call(this, ...args) iMaterialCommons.onBeforeRender.call(this, ...args) }, onAfterRenderOverride: (superOnAfterRender: Material['onAfterRender']): IMaterial['onAfterRender'] => function(this: IMaterial, ...args: Parameters<Material['onAfterRender']>): void { superOnAfterRender.call(this, ...args) iMaterialCommons.onAfterRender.call(this, ...args) }, customProgramCacheKeyOverride: (superCustomPropertyCacheKey: Material['customProgramCacheKey']): IMaterial['customProgramCacheKey'] => function(this: IMaterial): string { return superCustomPropertyCacheKey.call(this) + iMaterialCommons.customProgramCacheKey.call(this) }, upgradeMaterial: upgradeMaterial, // todo; } as const /** * Convert a standard three.js {@link Material} to {@link IMaterial} */ export function upgradeMaterial(this: IMaterial): IMaterial { if (!this.isMaterial) { console.error('Material is not a material', this) return this } if (!this.setDirty) this.setDirty = iMaterialCommons.setDirty if (!this.appliedMeshes) this.appliedMeshes = new Set() if (!this.userData) this.userData = {} this.userData.uuid = this.uuid // for serialization if (!(this as any).__upgradeSetup) { this.dispatchEvent = iMaterialCommons.dispatchEvent(this.dispatchEvent) ;(this as any).__upgradeSetup = true } // legacy if (!this.userData.setDirty) this.userData.setDirty = (e: any) => { console.warn('userData.setDirty is deprecated. Use setDirty instead.') this.setDirty(e) } if (this.assetType === 'material') return this // already upgraded this.assetType = 'material' this.setValues = iMaterialCommons.setValues(this.setValues) this.dispose = iMaterialCommons.dispose(this.dispose) this.clone = iMaterialCommons.clone(this.clone) // material extensions if (!this.extraUniformsToUpload) this.extraUniformsToUpload = {} if (!this.materialExtensions) this.materialExtensions = [] if (!this.registerMaterialExtensions) this.registerMaterialExtensions = iMaterialCommons.registerMaterialExtensions if (!this.unregisterMaterialExtensions) this.unregisterMaterialExtensions = iMaterialCommons.unregisterMaterialExtensions this.onBeforeCompile = iMaterialCommons.onBeforeCompileOverride(this.onBeforeCompile) this.onBeforeRender = iMaterialCommons.onBeforeRenderOverride(this.onBeforeRender) this.onAfterRender = iMaterialCommons.onAfterRenderOverride(this.onAfterRender) this.customProgramCacheKey = iMaterialCommons.customProgramCacheKeyOverride(this.customProgramCacheKey) // todo: add uiconfig, serialization, other stuff from UnlitMaterial? // dispose uiconfig etc. on dispose return this }