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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text/typescript
import {
IUniform,
Material,
ShaderMaterial,
ShaderMaterialParameters,
WebGLProgramParametersWithUniforms,
WebGLRenderer,
} from 'three'
import {generateUiConfig, UiObjectConfig} from 'uiconfig.js'
import {
IMaterial,
IMaterialEventMap,
IMaterialParameters,
IMaterialUserData,
} from '../IMaterial'
import {MaterialExtension} from '../../materials'
import {AnimateTime, SerializationMetaType, ThreeSerialization} from '../../utils'
import {iMaterialCommons} from './iMaterialCommons'
import {IObject3D} from '../IObject'
import {iMaterialUI} from './IMaterialUi'
import {threeMaterialInterpolateProps, threeMaterialPropList} from './threeMaterialPropList'
/**
* And extension of three.js ShaderMaterial that can be assigned to objects, and support threepipe features, uiconfig, and serialization.
*
* @category Materials
*/
export class ObjectShaderMaterial<TE extends IMaterialEventMap = IMaterialEventMap> extends ShaderMaterial<TE & IMaterialEventMap> implements IMaterial<TE> {
declare ['constructor']: typeof ObjectShaderMaterial
public static readonly TypeSlug = 'shmat'
public static readonly TYPE = 'ObjectShaderMaterial' // not using .type because it is used by three.js
public static readonly TypeAlias = ['shader', ObjectShaderMaterial.TYPE, ObjectShaderMaterial.TypeSlug, 'ShaderMaterial']
static {
ThreeSerialization.SerializableMaterials.add(ObjectShaderMaterial)
}
assetType = 'material' as const
declare userData: IMaterialUserData
public readonly isObjectShaderMaterial = true
readonly appliedMeshes: Set<IObject3D> = new Set()
readonly setDirty = iMaterialCommons.setDirty
dispose(): this {return iMaterialCommons.dispose(super.dispose).call(this)}
clone(track = false): this {return iMaterialCommons.clone(super.clone).call(this, track)}
// envMap: ITexture | null = null
constructor({customMaterialExtensions, ...parameters}: ShaderMaterialParameters & IMaterialParameters = {}) {
super()
!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)
}
// region Material Extension
materialExtensions: MaterialExtension[] = []
extraUniformsToUpload: Record<string, IUniform> = {}
registerMaterialExtensions = iMaterialCommons.registerMaterialExtensions
unregisterMaterialExtensions = iMaterialCommons.unregisterMaterialExtensions
customProgramCacheKey(): string {
return super.customProgramCacheKey() + iMaterialCommons.customProgramCacheKey.call(this)
}
onBeforeCompile(shader: WebGLProgramParametersWithUniforms, renderer: WebGLRenderer): void { // shader is not Shader but WebglUniforms.getParameters return value type so includes defines
// 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)
}
// onBeforeRender(...args: Parameters<IMaterial['onBeforeRender']>): void {
// super.onBeforeRender(...args)
// iMaterialCommons.onBeforeRender.call(this, ...args)
// }
/** @ignore */
onBeforeRender = iMaterialCommons.onBeforeRenderOverride(super.onBeforeRender)
/** @ignore */
onAfterRender = iMaterialCommons.onAfterRenderOverride(super.onAfterRender)
// 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.
* @param time - optional data to animate(lerp) from current value to the target value.
*/
setValues(parameters: Material|(ShaderMaterialParameters&{type?:string}), allowInvalidType = true, clearCurrentUserData: boolean|undefined = undefined, time?: AnimateTime): this {
if (!parameters) return this
if (parameters.type && !allowInvalidType && !['ShaderMaterial', 'ShaderMaterial2', 'ExtendedShaderMaterial', this.constructor.TYPE, this.type].includes(parameters.type)) {
console.error('Material type is not supported:', parameters.type)
return this
}
iMaterialCommons.setValues(super.setValues).call(this, parameters, allowInvalidType, clearCurrentUserData, time)
this.userData.uuid = this.uuid
return this
}
copy(source: Material|any): this {
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?: SerializationMetaType, _internal = false): any {
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 _internal=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: any, meta?: SerializationMetaType, _internal = false): this | null {
if (_internal) {
ThreeSerialization.Deserialize(data, this, meta, true)
return this.setValues(data)
}
this.dispatchEvent({type: 'beforeDeserialize', data, meta, bubbleToObject: true, bubbleToParent: true})
return this
}
// endregion
// region UI Config
// todo dispose ui config
uiConfig: UiObjectConfig = {
type: 'folder',
label: 'Shader Material',
uuid: 'OSM2_' + this.uuid,
expanded: true,
onChange: (ev)=>{
if (!ev.config || ev.config.onChange) return
let key = Array.isArray(ev.config.property) ? ev.config.property[1] : ev.config.property
key = typeof key === 'string' ? key : undefined
// todo set needsUpdate true only for properties that require it like maps.
this.setDirty({uiChangeEvent: ev, needsUpdate: !!ev.last, refreshUi: !!ev.last, change: key})
},
children: [
...generateUiConfig(this),
...iMaterialUI.base(this),
iMaterialUI.blending(this),
iMaterialUI.polygonOffset(this),
...iMaterialUI.misc(this),
],
}
// endregion UI Config
// Class properties can also be listed with annotations like @serialize or @property
// used for serialization // todo change for shadermaterial
static readonly 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,
}
static readonly InterpolateProperties = [
...threeMaterialInterpolateProps,
'linewidth',
'wireframeLinewidth',
]
}
// todo gltf material extension