import { Color, DataTexture, DoubleSide, MeshBasicMaterial, MeshStandardMaterial, RepeatWrapping, RGBFormat, Texture, TextureLoader, Vector2 } from "three" import { useLoader, } from '@tresjs/core' import { getFilename, patterns, } from "~/components/pattern" const set_metaril_func = (scene: any, material: any) => { scene.children.forEach((el: any) => { if (el.isMesh) { el.castShadow = true el.receiveShadow = true } el.material = material set_metaril_func(el, material) }) } const loaded_patterns: { [key: string]: any } = {} for (let index = 0; index < patterns.length; index++) { const element = patterns[index]; const filename = getFilename(element.id) if (filename) { loaded_patterns[filename] = useLoader(TextureLoader, filename) } } Promise.all(Object.keys(loaded_patterns)) function generateNoiseTexture(width: number, height: number) { const size = width * height; const data = new Uint8Array(4 * size); for (let i = 0; i < size; i++) { const r = Math.floor(Math.random() * 255) * 0.05; const g = 0; const b = Math.floor(Math.random() * 255) * 0.05; const stride = i * 4; data[stride] = r; data[stride + 1] = g; data[stride + 2] = b; data[stride + 3] = 255; } // used the buffer to create a DataTexture const texture = new DataTexture(data, width, height); texture.needsUpdate = true; return texture; } const m = new MeshStandardMaterial({ // alphaMap: pattern ? texture : null, transparent: true, opacity: 1, roughness: 0.5, metalness: 0, side: DoubleSide, }) const m_onBeforeCompile = (shader) => { // Добавляем uniform переменную shader.uniforms.customUniform = { value: 1.0 }; // Изменяем вершинный шейдер shader.vertexShader = ` uniform float customUniform; varying vec2 vPosition; ${shader.vertexShader} `.replace( `#include `, `#include vPosition = position.xy; ` ); // Изменяем фрагментный шейдер shader.fragmentShader = ` float random(float p) { return fract(sin(p) * 10000.0); } float noise(vec2 p) { return random((p.x + p.y) * 10000.0); } ${shader.fragmentShader} ` // .replace( // `#include `, // ` // float noise_v = noise(diffuseColor.rg); // float clamped_noise = clamp(noise_v, -0.15, 0.15); // diffuseColor.rgb *= clamped_noise; // #include // ` // ) .replace( `#include `, `#include float noise_v = noise(gl_FragColor.rg); float clamped_noise = clamp(noise_v, -0.05, 0.05); gl_FragColor.rgb -= clamp(vec3(clamped_noise), 0.0, 1.0); ` ); }; export const set_material = (scene: any, color: any, pattern: { pattern: patternTypes, count: number } | undefined = undefined) => { let c = color const material = m.clone() material.color = new Color(c || '#9c9c00') material.onBeforeCompile = m_onBeforeCompile const promises = [] if (pattern && pattern.pattern !== undefined) { const filename = getFilename(pattern.pattern) if (filename) { const texture = loaded_patterns[filename] promises.push(texture) texture.then((res: Texture) => { res.wrapT = RepeatWrapping; res.repeat.set(1, pattern.count); res.needsUpdate = true material.alphaMap = res return res }) } } if (scene) set_metaril_func(scene, material) else console.log(scene) Promise.all(promises).then((values) => { if (scene) set_metaril_func(scene, material) else console.log(scene) }); }