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ProjectedMaterial.js
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ProjectedMaterial.js
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(function (global, factory) {
typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('three')) :
typeof define === 'function' && define.amd ? define(['exports', 'three'], factory) :
(global = global || self, factory(global.projectedMaterial = {}, global.THREE));
}(this, (function (exports, THREE) { 'use strict';
function monkeyPatch(shader, { header = '', main = '', ...replaces }) {
let patchedShader = shader;
Object.keys(replaces).forEach(key => {
patchedShader = patchedShader.replace(key, replaces[key]);
});
return patchedShader.replace(
'void main() {',
`
${header}
void main() {
${main}
`
)
}
class ProjectedMaterial extends THREE.ShaderMaterial {
constructor({
camera,
texture,
color = 0xffffff,
textureScale = 1,
instanced = false,
cover = false,
opacity = 1,
...options
} = {}) {
if (!texture || !texture.isTexture) {
throw new Error('Invalid texture passed to the ProjectedMaterial')
}
if (!camera || !camera.isCamera) {
throw new Error('Invalid camera passed to the ProjectedMaterial')
}
// make sure the camera matrices are updated
camera.updateProjectionMatrix();
camera.updateMatrixWorld();
camera.updateWorldMatrix();
// get the matrices from the camera so they're fixed in camera's original position
const viewMatrixCamera = camera.matrixWorldInverse.clone();
const projectionMatrixCamera = camera.projectionMatrix.clone();
const modelMatrixCamera = camera.matrixWorld.clone();
const projPosition = camera.position.clone();
// scale to keep the image proportions and apply textureScale
const [widthScaled, heightScaled] = computeScaledDimensions(
texture,
camera,
textureScale,
cover
);
super({
...options,
lights: true,
uniforms: {
...THREE.ShaderLib['lambert'].uniforms,
baseColor: { value: new THREE.Color(color) },
texture: { value: texture },
viewMatrixCamera: { type: 'm4', value: viewMatrixCamera },
projectionMatrixCamera: { type: 'm4', value: projectionMatrixCamera },
modelMatrixCamera: { type: 'mat4', value: modelMatrixCamera },
// we will set this later when we will have positioned the object
savedModelMatrix: { type: 'mat4', value: new THREE.Matrix4() },
projPosition: { type: 'v3', value: projPosition },
widthScaled: { value: widthScaled },
heightScaled: { value: heightScaled },
opacity: { value: opacity },
},
vertexShader: monkeyPatch(THREE.ShaderChunk['meshlambert_vert'], {
header: [
instanced
? `
attribute vec4 savedModelMatrix0;
attribute vec4 savedModelMatrix1;
attribute vec4 savedModelMatrix2;
attribute vec4 savedModelMatrix3;
`
: `
uniform mat4 savedModelMatrix;
`,
`
uniform mat4 viewMatrixCamera;
uniform mat4 projectionMatrixCamera;
uniform mat4 modelMatrixCamera;
varying vec4 vWorldPosition;
varying vec3 vNormal;
varying vec4 vTexCoords;
`,
].join(''),
main: [
instanced
? `
mat4 savedModelMatrix = mat4(
savedModelMatrix0,
savedModelMatrix1,
savedModelMatrix2,
savedModelMatrix3
);
`
: '',
`
vNormal = mat3(savedModelMatrix) * normal;
vWorldPosition = savedModelMatrix * vec4(position, 1.0);
vTexCoords = projectionMatrixCamera * viewMatrixCamera * vWorldPosition;
`,
].join(''),
}),
fragmentShader: monkeyPatch(THREE.ShaderChunk['meshlambert_frag'], {
header: `
uniform vec3 baseColor;
uniform sampler2D texture;
uniform vec3 projPosition;
uniform float widthScaled;
uniform float heightScaled;
varying vec3 vNormal;
varying vec4 vWorldPosition;
varying vec4 vTexCoords;
float map(float value, float min1, float max1, float min2, float max2) {
return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
}
`,
'vec4 diffuseColor = vec4( diffuse, opacity );': `
vec2 uv = (vTexCoords.xy / vTexCoords.w) * 0.5 + 0.5;
// apply the corrected width and height
uv.x = map(uv.x, 0.0, 1.0, 0.5 - widthScaled / 2.0, 0.5 + widthScaled / 2.0);
uv.y = map(uv.y, 0.0, 1.0, 0.5 - heightScaled / 2.0, 0.5 + heightScaled / 2.0);
vec4 color = texture2D(texture, uv);
// this makes sure we don't sample out of the texture
// TODO handle alpha
bool inTexture = (max(uv.x, uv.y) <= 1.0 && min(uv.x, uv.y) >= 0.0);
if (!inTexture) {
color = vec4(baseColor, 1.0);
}
// this makes sure we don't render also the back of the object
vec3 projectorDirection = normalize(projPosition - vWorldPosition.xyz);
float dotProduct = dot(vNormal, projectorDirection);
if (dotProduct < 0.0) {
color = vec4(baseColor, 1.0);
}
// opacity from three.js
color.a *= opacity;
vec4 diffuseColor = color;
`,
}),
});
// listen on resize if the camera used for the projection
// is the same used to render.
// do this on window resize because there is no way to
// listen for the resize of the renderer
// (or maybe do a requestanimationframe if the camera.aspect changes)
window.addEventListener('resize', () => {
this.uniforms.projectionMatrixCamera.value.copy(camera.projectionMatrix);
const [widthScaledNew, heightScaledNew] = computeScaledDimensions(
texture,
camera,
textureScale,
cover
);
this.uniforms.widthScaled.value = widthScaledNew;
this.uniforms.heightScaled.value = heightScaledNew;
});
this.isProjectedMaterial = true;
this.instanced = instanced;
}
}
// scale to keep the image proportions and apply textureScale
function computeScaledDimensions(texture, camera, textureScale, cover) {
const ratio = texture.image.naturalWidth / texture.image.naturalHeight;
const ratioCamera = camera.aspect;
const widthCamera = 1;
const heightCamera = widthCamera * (1 / ratioCamera);
let widthScaled;
let heightScaled;
if (cover ? ratio > ratioCamera : ratio < ratioCamera) {
const width = heightCamera * ratio;
widthScaled = 1 / ((width / widthCamera) * textureScale);
heightScaled = 1 / textureScale;
} else {
const height = widthCamera * (1 / ratio);
heightScaled = 1 / ((height / heightCamera) * textureScale);
widthScaled = 1 / textureScale;
}
return [widthScaled, heightScaled]
}
function project(mesh) {
if (!mesh.material.isProjectedMaterial) {
throw new Error(`The mesh material must be a ProjectedMaterial`)
}
// make sure the matrix is updated
mesh.updateMatrixWorld();
// we save the object model matrix so it's projected relative
// to that position, like a snapshot
mesh.material.uniforms.savedModelMatrix.value.copy(mesh.matrixWorld);
}
function projectInstanceAt(index, instancedMesh, matrixWorld) {
if (!instancedMesh.isInstancedMesh) {
throw new Error(`The provided mesh is not an InstancedMesh`)
}
if (!instancedMesh.material.isProjectedMaterial) {
throw new Error(`The InstancedMesh material must be a ProjectedMaterial`)
}
if (
!instancedMesh.geometry.attributes.savedModelMatrix0 ||
!instancedMesh.geometry.attributes.savedModelMatrix1 ||
!instancedMesh.geometry.attributes.savedModelMatrix2 ||
!instancedMesh.geometry.attributes.savedModelMatrix3
) {
throw new Error(
`No allocated data found on the geometry, please call 'allocateProjectionData(geometry)'`
)
}
if (!instancedMesh.material.instanced) {
throw new Error(`Please pass 'instanced: true' to the ProjectedMaterial`)
}
instancedMesh.geometry.attributes.savedModelMatrix0.setXYZW(
index,
matrixWorld.elements[0],
matrixWorld.elements[1],
matrixWorld.elements[2],
matrixWorld.elements[3]
);
instancedMesh.geometry.attributes.savedModelMatrix1.setXYZW(
index,
matrixWorld.elements[4],
matrixWorld.elements[5],
matrixWorld.elements[6],
matrixWorld.elements[7]
);
instancedMesh.geometry.attributes.savedModelMatrix2.setXYZW(
index,
matrixWorld.elements[8],
matrixWorld.elements[9],
matrixWorld.elements[10],
matrixWorld.elements[11]
);
instancedMesh.geometry.attributes.savedModelMatrix3.setXYZW(
index,
matrixWorld.elements[12],
matrixWorld.elements[13],
matrixWorld.elements[14],
matrixWorld.elements[15]
);
}
function allocateProjectionData(geometry, instancesCount) {
geometry.setAttribute(
'savedModelMatrix0',
new THREE.InstancedBufferAttribute(new Float32Array(instancesCount * 4), 4)
);
geometry.setAttribute(
'savedModelMatrix1',
new THREE.InstancedBufferAttribute(new Float32Array(instancesCount * 4), 4)
);
geometry.setAttribute(
'savedModelMatrix2',
new THREE.InstancedBufferAttribute(new Float32Array(instancesCount * 4), 4)
);
geometry.setAttribute(
'savedModelMatrix3',
new THREE.InstancedBufferAttribute(new Float32Array(instancesCount * 4), 4)
);
}
exports.allocateProjectionData = allocateProjectionData;
exports.default = ProjectedMaterial;
exports.project = project;
exports.projectInstanceAt = projectInstanceAt;
Object.defineProperty(exports, '__esModule', { value: true });
})));