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- import {BaseEvent, IUniform, Material, Shader, ShaderMaterial, ShaderMaterialParameters, WebGLRenderer} from 'three'
- import {generateUiConfig, UiObjectConfig} from 'uiconfig.js'
- import {
- IMaterial,
- IMaterialEventMap,
- IMaterialGenerator,
- IMaterialParameters,
- IMaterialTemplate,
- IMaterialUserData,
- } from '../IMaterial'
- import {MaterialExtension} from '../../materials'
- import {SerializationMetaType, shaderUtils, ThreeSerialization} from '../../utils'
- import {iMaterialCommons, threeMaterialPropList} from './iMaterialCommons'
- import {IObject3D} from '../IObject'
- 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<TE extends IMaterialEventMap = IMaterialEventMap> extends ShaderMaterial<TE> 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
- 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)}
- dispatchEvent<T extends Extract<keyof (TE&IMaterialEventMap), string>>(event: BaseEvent<T> & (TE&IMaterialEventMap)[T]): void {iMaterialCommons.dispatchEvent(super.dispatchEvent).call(this, event)}
-
- generator?: IMaterialGenerator
-
- // 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: Shader, 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)
- // }
- onBeforeRender = iMaterialCommons.onBeforeRenderOverride(super.onBeforeRender)
- 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.
- */
- setValues(parameters: Material|(ShaderMaterialParameters&{type?:string}), allowInvalidType = true, clearCurrentUserData: boolean|undefined = undefined): this {
- 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 = (<Material>parameters).isMaterial
- if (clearCurrentUserData) this.userData = {}
- iMaterialCommons.setValues(super.setValues).call(this, parameters)
-
- 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 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: 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 MaterialTemplate: IMaterialTemplate<ObjectShaderMaterial, Partial<typeof ObjectShaderMaterial.MaterialProperties>> = {
- 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
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