mns-mini-zabor/utils/material.ts

129 lines
3.9 KiB
TypeScript

import { type patternIds } from './../components/pattern';
import { Color, DataTexture, DoubleSide, MeshBasicMaterial, MeshStandardMaterial, RepeatWrapping, RGBFormat, ShaderMaterial, Texture, TextureLoader, Vector2 } from "three"
import { useLoader, } from '@tresjs/core'
import { NodeToyMaterial } from '@nodetoy/three-nodetoy';
import { data } from './shaderData.ts';
import vertexShader from './vertex.vert?raw'
import mainShader from './main.frag?raw'
import normalShader from './normal.frag?raw'
import dithShader from './dith.frag?raw'
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_onBeforeCompile = (shader) => {
// Добавляем uniform переменную
shader.uniforms.u_resolution = { value: new Vector2(20.0, 20.0) };
// Изменяем вершинный шейдер
shader.vertexShader = `
varying float vDistance;
varying vec3 vPosition;
${shader.vertexShader}
`.replace(
`#include <begin_vertex>`,
`#include <begin_vertex>
${vertexShader}
`
);
// // Изменяем фрагментный шейдер
shader.fragmentShader = `
${mainShader}
${shader.fragmentShader}`
.replace(
'#include <normal_fragment_begin>',
`
#include <normal_fragment_begin>
${normalShader}
`
)
.replace(
`#include <dithering_fragment>`,
`#include <dithering_fragment>
${dithShader}
`
);
};
const m = new MeshStandardMaterial({
// alphaMap: pattern ? texture : null,
transparent: true,
opacity: 1,
roughness: 0.5,
metalness: 0,
side: DoubleSide,
})
export const set_material = (scene: any, color: any, pattern: { pattern: patternIds, 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)
});
}