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238 lines
4.3 KiB
238 lines
4.3 KiB
6 months ago
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import {
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BoxGeometry,
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BufferAttribute,
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DoubleSide,
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Mesh,
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PlaneGeometry,
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ShaderMaterial,
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Vector3,
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} from 'three';
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import { mergeGeometries } from '../utils/BufferGeometryUtils.js';
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class TextureHelper extends Mesh {
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constructor( texture, width = 1, height = 1, depth = 1 ) {
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const material = new ShaderMaterial( {
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type: 'TextureHelperMaterial',
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side: DoubleSide,
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transparent: true,
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uniforms: {
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map: { value: texture },
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alpha: { value: getAlpha( texture ) },
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},
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vertexShader: [
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'attribute vec3 uvw;',
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'varying vec3 vUvw;',
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'void main() {',
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' vUvw = uvw;',
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' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
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'}',
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].join( '\n' ),
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fragmentShader: [
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'precision highp float;',
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'precision highp sampler2DArray;',
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'precision highp sampler3D;',
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'uniform {samplerType} map;',
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'uniform float alpha;',
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'varying vec3 vUvw;',
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'vec4 textureHelper( in sampler2D map ) { return texture( map, vUvw.xy ); }',
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'vec4 textureHelper( in sampler2DArray map ) { return texture( map, vUvw ); }',
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'vec4 textureHelper( in sampler3D map ) { return texture( map, vUvw ); }',
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'vec4 textureHelper( in samplerCube map ) { return texture( map, vUvw ); }',
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'void main() {',
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' gl_FragColor = linearToOutputTexel( vec4( textureHelper( map ).xyz, alpha ) );',
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'}'
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].join( '\n' ).replace( '{samplerType}', getSamplerType( texture ) )
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} );
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const geometry = texture.isCubeTexture
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? createCubeGeometry( width, height, depth )
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: createSliceGeometry( texture, width, height, depth );
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super( geometry, material );
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this.texture = texture;
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this.type = 'TextureHelper';
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}
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dispose() {
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this.geometry.dispose();
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this.material.dispose();
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}
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}
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function getSamplerType( texture ) {
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if ( texture.isCubeTexture ) {
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return 'samplerCube';
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} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
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return 'sampler2DArray';
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} else if ( texture.isData3DTexture || texture.isCompressed3DTexture ) {
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return 'sampler3D';
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} else {
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return 'sampler2D';
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}
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}
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function getImageCount( texture ) {
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if ( texture.isCubeTexture ) {
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return 6;
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} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
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return texture.image.depth;
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} else if ( texture.isData3DTexture || texture.isCompressed3DTexture ) {
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return texture.image.depth;
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} else {
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return 1;
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}
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}
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function getAlpha( texture ) {
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if ( texture.isCubeTexture ) {
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return 1;
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} else if ( texture.isDataArrayTexture || texture.isCompressedArrayTexture ) {
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return Math.max( 1 / texture.image.depth, 0.25 );
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} else if ( texture.isData3DTexture || texture.isCompressed3DTexture ) {
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return Math.max( 1 / texture.image.depth, 0.25 );
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} else {
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return 1;
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}
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}
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function createCubeGeometry( width, height, depth ) {
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const geometry = new BoxGeometry( width, height, depth );
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const position = geometry.attributes.position;
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const uv = geometry.attributes.uv;
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const uvw = new BufferAttribute( new Float32Array( uv.count * 3 ), 3 );
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const _direction = new Vector3();
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for ( let j = 0, jl = uv.count; j < jl; ++ j ) {
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_direction.fromBufferAttribute( position, j ).normalize();
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const u = _direction.x;
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const v = _direction.y;
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const w = _direction.z;
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uvw.setXYZ( j, u, v, w );
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}
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geometry.deleteAttribute( 'uv' );
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geometry.setAttribute( 'uvw', uvw );
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return geometry;
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}
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function createSliceGeometry( texture, width, height, depth ) {
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const sliceCount = getImageCount( texture );
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const geometries = [];
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for ( let i = 0; i < sliceCount; ++ i ) {
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const geometry = new PlaneGeometry( width, height );
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if ( sliceCount > 1 ) {
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geometry.translate( 0, 0, depth * ( i / ( sliceCount - 1 ) - 0.5 ) );
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}
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const uv = geometry.attributes.uv;
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const uvw = new BufferAttribute( new Float32Array( uv.count * 3 ), 3 );
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for ( let j = 0, jl = uv.count; j < jl; ++ j ) {
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const u = uv.getX( j );
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const v = texture.flipY ? uv.getY( j ) : 1 - uv.getY( j );
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const w = sliceCount === 1
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? 1
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: texture.isDataArrayTexture || texture.isCompressedArrayTexture
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? i
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: i / ( sliceCount - 1 );
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uvw.setXYZ( j, u, v, w );
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}
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geometry.deleteAttribute( 'uv' );
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geometry.setAttribute( 'uvw', uvw );
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geometries.push( geometry );
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}
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return mergeGeometries( geometries );
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}
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export { TextureHelper };
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