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export class ScreenGeometry extends SurfaceGeometry { constructor(options: any); cover(scaleX: any, scaleY: any, scaleZ: any, scaleW: any): void; scaleX: any; scaleY: any; scaleZ: any; scaleW: any; clip(width: any, height: any, surfaces: any, layers: any): any; } import { SurfaceGeometry } from "./surfacegeometry.js";
cchudzicki/mathbox
build/esm/render/geometry/screengeometry.d.ts
TypeScript
mit
348
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { SurfaceGeometry } from "./surfacegeometry.js"; import { Vector4 } from "three/src/math/Vector4.js"; /* Grid Surface in normalized screen space +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ */ export class ScreenGeometry extends SurfaceGeometry { constructor(options) { options.width = Math.max(2, +options.width != null ? +options.width : 2); options.height = Math.max(2, +options.height != null ? +options.height : 2); super(options, false); if (this.uniforms == null) { this.uniforms = {}; } this.uniforms.geometryScale = { type: "v4", value: new Vector4(), }; this.cover(); this.construct(options); } cover(scaleX, scaleY, scaleZ, scaleW) { if (scaleX == null) { scaleX = 1; } this.scaleX = scaleX; if (scaleY == null) { scaleY = 1; } this.scaleY = scaleY; if (scaleZ == null) { scaleZ = 1; } this.scaleZ = scaleZ; if (scaleW == null) { scaleW = 1; } this.scaleW = scaleW; } clip(width, height, surfaces, layers) { if (width == null) { ({ width } = this); } if (height == null) { ({ height } = this); } if (surfaces == null) { ({ surfaces } = this); } if (layers == null) { ({ layers } = this); } super.clip(width, height, surfaces, layers); const invert = (x) => 1 / Math.max(1, x - 1); return this.uniforms.geometryScale.value.set(invert(width) * this.scaleX, invert(height) * this.scaleY, invert(surfaces) * this.scaleZ, invert(layers) * this.scaleW); } }
cchudzicki/mathbox
build/esm/render/geometry/screengeometry.js
JavaScript
mit
2,318
export class SpriteGeometry extends ClipGeometry { constructor(options: any); items: number; width: number; height: number; depth: number; clip(width: any, height: any, depth: any, items: any): void; } import { ClipGeometry } from "./clipgeometry.js";
cchudzicki/mathbox
build/esm/render/geometry/spritegeometry.d.ts
TypeScript
mit
276
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS102: Remove unnecessary code created because of implicit returns * DS202: Simplify dynamic range loops * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { BufferAttribute } from "three/src/core/BufferAttribute.js"; import { ClipGeometry } from "./clipgeometry.js"; /* Render points as quads +----+ +----+ +----+ +----+ | | | | | | | | +----+ +----+ +----+ +----+ +----+ +----+ +----+ +----+ | | | | | | | | +----+ +----+ +----+ +----+ +----+ +----+ +----+ +----+ | | | | | | | | +----+ +----+ +----+ +----+ */ export class SpriteGeometry extends ClipGeometry { constructor(options) { let depth, height, items, width; super(options); this._clipUniforms(); this.items = items = +options.items || 2; this.width = width = +options.width || 1; this.height = height = +options.height || 1; this.depth = depth = +options.depth || 1; const samples = items * width * height * depth; const points = samples * 4; const triangles = samples * 2; this.setIndex(new BufferAttribute(new Uint32Array(triangles * 3), 1)); this.setAttribute("position4", new BufferAttribute(new Float32Array(points * 4), 4)); this.setAttribute("sprite", new BufferAttribute(new Float32Array(points * 2), 2)); const index = this._emitter("index"); const position = this._emitter("position4"); const sprite = this._emitter("sprite"); const quad = [ [-1, -1], [-1, 1], [1, -1], [1, 1], ]; let base = 0; for (let i = 0, end = samples, asc = 0 <= end; asc ? i < end : i > end; asc ? i++ : i--) { index(base); index(base + 1); index(base + 2); index(base + 1); index(base + 2); index(base + 3); base += 4; } for (let z = 0, end1 = depth, asc1 = 0 <= end1; asc1 ? z < end1 : z > end1; asc1 ? z++ : z--) { for (let y = 0, end2 = height, asc2 = 0 <= end2; asc2 ? y < end2 : y > end2; asc2 ? y++ : y--) { for (let x = 0, end3 = width, asc3 = 0 <= end3; asc3 ? x < end3 : x > end3; asc3 ? x++ : x--) { for (let l = 0, end4 = items, asc4 = 0 <= end4; asc4 ? l < end4 : l > end4; asc4 ? l++ : l--) { for (const v of Array.from(quad)) { position(x, y, z, l); sprite(v[0], v[1]); } } } } } this._finalize(); this.clip(); } clip(width, height, depth, items) { if (width == null) { ({ width } = this); } if (height == null) { ({ height } = this); } if (depth == null) { ({ depth } = this); } if (items == null) { ({ items } = this); } this._clipGeometry(width, height, depth, items); return this._clipOffsets(6, width, height, depth, items, this.width, this.height, this.depth, this.items); } }
cchudzicki/mathbox
build/esm/render/geometry/spritegeometry.js
JavaScript
mit
3,484
export class StripGeometry extends ClipGeometry { constructor(options: any); items: number; width: number; height: number; depth: number; sides: number; clip(width: any, height: any, depth: any, items: any): void; } import { ClipGeometry } from "./clipgeometry.js";
cchudzicki/mathbox
build/esm/render/geometry/stripgeometry.d.ts
TypeScript
mit
294
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS202: Simplify dynamic range loops * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { BufferAttribute } from "three/src/core/BufferAttribute.js"; import { ClipGeometry } from "./clipgeometry.js"; /* Triangle strips arranged in items, columns and rows +--+--+--+ +--+--+--+ +--+--+--+ +--+--+--+ | /| /| / | /| /| / | /| /| / | /| /| / +--+--+/ +--+--+/ +--+--+/ +--+--+/ +--+--+--+ +--+--+--+ +--+--+--+ +--+--+--+ | /| /| / | /| /| / | /| /| / | /| /| / +--+--+/ +--+--+/ +--+--+/ +--+--+/ +--+--+--+ +--+--+--+ +--+--+--+ +--+--+--+ | /| /| / | /| /| / | /| /| / | /| /| / +--+--+/ +--+--+/ +--+--+/ +--+--+/ */ export class StripGeometry extends ClipGeometry { constructor(options) { let depth, height, items, sides, width; super(options); this._clipUniforms(); this.items = items = +options.items || 2; this.width = width = +options.width || 1; this.height = height = +options.height || 1; this.depth = depth = +options.depth || 1; this.sides = sides = Math.max(0, items - 2); const samples = width * height * depth; const points = items * samples; const triangles = sides * samples; this.setIndex(new BufferAttribute(new Uint32Array(triangles * 3), 1)); this.setAttribute("position4", new BufferAttribute(new Float32Array(points * 4), 4)); this.setAttribute("strip", new BufferAttribute(new Float32Array(points * 3), 3)); const index = this._emitter("index"); const position = this._emitter("position4"); const strip = this._emitter("strip"); let base = 0; for (let i = 0, end = samples, asc = 0 <= end; asc ? i < end : i > end; asc ? i++ : i--) { let o = base; for (let j = 0, end1 = sides, asc1 = 0 <= end1; asc1 ? j < end1 : j > end1; asc1 ? j++ : j--) { if (j & 1) { index(o + 1); index(o); index(o + 2); } else { index(o); index(o + 1); index(o + 2); } o++; } base += items; } const last = items - 1; for (let z = 0, end2 = depth, asc2 = 0 <= end2; asc2 ? z < end2 : z > end2; asc2 ? z++ : z--) { for (let y = 0, end3 = height, asc3 = 0 <= end3; asc3 ? y < end3 : y > end3; asc3 ? y++ : y--) { for (let x = 0, end4 = width, asc4 = 0 <= end4; asc4 ? x < end4 : x > end4; asc4 ? x++ : x--) { let f = 1; position(x, y, z, 0); strip(1, 2, f); for (let l = 1, end5 = last, asc5 = 1 <= end5; asc5 ? l < end5 : l > end5; asc5 ? l++ : l--) { position(x, y, z, l); strip(l - 1, l + 1, (f = -f)); } position(x, y, z, last); strip(last - 2, last - 1, -f); } } } this._finalize(); this.clip(); } clip(width, height, depth, items) { if (width == null) { ({ width } = this); } if (height == null) { ({ height } = this); } if (depth == null) { ({ depth } = this); } if (items == null) { ({ items } = this); } const sides = Math.max(0, items - 2); this._clipGeometry(width, height, depth, items); return this._clipOffsets(3, width, height, depth, sides, this.width, this.height, this.depth, this.sides); } }
cchudzicki/mathbox
build/esm/render/geometry/stripgeometry.js
JavaScript
mit
4,025
export class SurfaceGeometry extends ClipGeometry { constructor(options: any, build: any); construct(options: any): void; closedX: any; closedY: any; width: number | undefined; height: number | undefined; surfaces: number | undefined; layers: number | undefined; segmentsX: number | undefined; segmentsY: number | undefined; clip(width: any, height: any, surfaces: any, layers: any): void; map(width: any, height: any, surfaces: any, layers: any): any; } import { ClipGeometry } from "./clipgeometry.js";
cchudzicki/mathbox
build/esm/render/geometry/surfacegeometry.d.ts
TypeScript
mit
553
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS202: Simplify dynamic range loops * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { BufferAttribute } from "three/src/core/BufferAttribute.js"; import { ClipGeometry } from "./clipgeometry.js"; /* Grid Surface +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ +----+----+----+----+ | | | | | +----+----+----+----+ | | | | | +----+----+----+----+ */ export class SurfaceGeometry extends ClipGeometry { constructor(options, build) { if (build == null) { build = true; } super(); // TODO not great... but use this pattern, maybe, to defer construction if // options are missing, NOT the boolean. if (build) { this.construct(options); } } construct(options) { let closedX, closedY, height, layers, segmentsX, segmentsY, surfaces, width; this._clipUniforms(); this.closedX = closedX = options.closedX || false; this.closedY = closedY = options.closedY || false; this.width = width = (+options.width || 2) + (closedX ? 1 : 0); this.height = height = (+options.height || 2) + (closedY ? 1 : 0); this.surfaces = surfaces = +options.surfaces || 1; this.layers = layers = +options.layers || 1; const wrapX = width - (closedX ? 1 : 0); const wrapY = height - (closedY ? 1 : 0); this.segmentsX = segmentsX = Math.max(0, width - 1); this.segmentsY = segmentsY = Math.max(0, height - 1); const points = width * height * surfaces * layers; const quads = segmentsX * segmentsY * surfaces * layers; const triangles = quads * 2; this.setIndex(new BufferAttribute(new Uint32Array(triangles * 3), 1)); this.setAttribute("position4", new BufferAttribute(new Float32Array(points * 4), 4)); this.setAttribute("surface", new BufferAttribute(new Float32Array(points * 2), 2)); const index = this._emitter("index"); const position = this._emitter("position4"); const surface = this._emitter("surface"); let base = 0; for (let i = 0, end = surfaces * layers, asc = 0 <= end; asc ? i < end : i > end; asc ? i++ : i--) { for (let j = 0, end1 = segmentsY, asc1 = 0 <= end1; asc1 ? j < end1 : j > end1; asc1 ? j++ : j--) { for (let k = 0, end2 = segmentsX, asc2 = 0 <= end2; asc2 ? k < end2 : k > end2; asc2 ? k++ : k--) { index(base); index(base + 1); index(base + width); index(base + width); index(base + 1); index(base + width + 1); base++; } base++; } base += width; } const edgerX = closedX ? () => 0 : function (x) { if (x === 0) { return -1; } else if (x === segmentsX) { return 1; } else { return 0; } }; const edgerY = closedY ? () => 0 : function (y) { if (y === 0) { return -1; } else if (y === segmentsY) { return 1; } else { return 0; } }; for (let l = 0, end3 = layers, asc3 = 0 <= end3; asc3 ? l < end3 : l > end3; asc3 ? l++ : l--) { for (let z = 0, end4 = surfaces, asc4 = 0 <= end4; asc4 ? z < end4 : z > end4; asc4 ? z++ : z--) { for (let i1 = 0, y = i1, end5 = height, asc5 = 0 <= end5; asc5 ? i1 < end5 : i1 > end5; asc5 ? i1++ : i1--, y = i1) { if (closedY) { y = y % wrapY; } const edgeY = edgerY(y); for (let j1 = 0, x = j1, end6 = width, asc6 = 0 <= end6; asc6 ? j1 < end6 : j1 > end6; asc6 ? j1++ : j1--, x = j1) { if (closedX) { x = x % wrapX; } const edgeX = edgerX(x); position(x, y, z, l); surface(edgeX, edgeY); } } } } this._finalize(); this.clip(); } clip(width, height, surfaces, layers) { if (width == null) { ({ width } = this); } if (height == null) { ({ height } = this); } if (surfaces == null) { ({ surfaces } = this); } if (layers == null) { ({ layers } = this); } const segmentsX = Math.max(0, width - 1); const segmentsY = Math.max(0, height - 1); this._clipGeometry(width, height, surfaces, layers); return this._clipOffsets(6, segmentsX, segmentsY, surfaces, layers, this.segmentsX, this.segmentsY, this.surfaces, this.layers); } map(width, height, surfaces, layers) { if (width == null) { ({ width } = this); } if (height == null) { ({ height } = this); } if (surfaces == null) { ({ surfaces } = this); } if (layers == null) { ({ layers } = this); } return this._clipMap(width, height, surfaces, layers); } }
cchudzicki/mathbox
build/esm/render/geometry/surfacegeometry.js
JavaScript
mit
5,886
export * from "./scene.js"; export * from "./scene.js"; export * from "./classes.js"; export { RenderFactory as Factory } from "./factory.js";
cchudzicki/mathbox
build/esm/render/index.d.ts
TypeScript
mit
143
export * from "./scene.js"; export { RenderFactory as Factory } from "./factory.js"; export * from "./scene.js"; export * from "./classes.js";
cchudzicki/mathbox
build/esm/render/index.js
JavaScript
mit
143
export class Arrow extends Base { geometry: ArrowGeometry; material: any; renders: any[]; } import { Base } from "./base.js"; import { ArrowGeometry } from "../geometry/arrowgeometry.js";
cchudzicki/mathbox
build/esm/render/meshes/arrow.d.ts
TypeScript
mit
200
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { ArrowGeometry } from "../geometry/arrowgeometry.js"; import { Base } from "./base.js"; import { DoubleSide } from "three/src/constants.js"; import { Mesh } from "three/src/objects/Mesh.js"; export class Arrow extends Base { constructor(renderer, shaders, options) { let f; super(renderer, shaders, options); let { uniforms } = options; const { material, position, color, mask, map, combine, stpq, linear } = options; if (uniforms == null) { uniforms = {}; } const hasStyle = uniforms.styleColor != null; this.geometry = new ArrowGeometry({ sides: options.sides, samples: options.samples, strips: options.strips, ribbons: options.ribbons, layers: options.layers, anchor: options.anchor, flip: options.flip, }); this._adopt(uniforms); this._adopt(this.geometry.uniforms); const factory = shaders.material(); const v = factory.vertex; v.pipe(this._vertexColor(color, mask)); v.require(this._vertexPosition(position, material, map, 1, stpq)); v.pipe("arrow.position", this.uniforms); v.pipe("project.position", this.uniforms); factory.fragment = f = this._fragmentColor(hasStyle, material, color, mask, map, 1, stpq, combine, linear); f.pipe("fragment.color", this.uniforms); const opts = factory.link({ side: DoubleSide, }); this.material = this._material(opts); const object = new Mesh(this.geometry, this.material); object.frustumCulled = false; object.matrixAutoUpdate = false; object.userData = opts; this._raw(object); this.renders = [object]; } dispose() { this.geometry.dispose(); this.material.dispose(); this.renders = this.geometry = this.material = null; return super.dispose(); } }
cchudzicki/mathbox
build/esm/render/meshes/arrow.js
JavaScript
mit
2,339
export class Base extends Renderable { constructor(renderer: any, shaders: any, options: any); zUnits: any; raw(): null; depth(write: any, test: any): null; polygonOffset(factor: any, units: any): null; show(transparent: any, blending: any, order: any): null[]; hide(): null; _material(options: any): any; _raw(object: any): void; _depth(object: any, write: any, test: any): any; _polygonOffset(object: any, factor: any, units: any): any; _show(object: any, transparent: any, blending: any, order: any): null; _hide(object: any): boolean; _vertexColor(color: any, mask: any): any; _vertexPosition(position: any, material: any, map: any, channels: any, stpq: any): any; _fragmentColor(hasStyle: any, material: any, color: any, mask: any, map: any, channels: any, stpq: any, combine: any, linear: any): any; } import { Renderable } from "../renderable.js";
cchudzicki/mathbox
build/esm/render/meshes/base.d.ts
TypeScript
mit
919
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import * as UGLSL from "../../util/glsl.js"; import { RawShaderMaterial } from "three/src/materials/RawShaderMaterial.js"; import { Renderable } from "../renderable.js"; export class Base extends Renderable { constructor(renderer, shaders, options) { super(renderer, shaders, options); this.zUnits = options.zUnits != null ? options.zUnits : 0; } raw() { for (const object of Array.from(this.renders)) { this._raw(object); } return null; } depth(write, test) { for (const object of Array.from(this.renders)) { this._depth(object, write, test); } return null; } polygonOffset(factor, units) { for (const object of Array.from(this.renders)) { this._polygonOffset(object, factor, units); } return null; } show(transparent, blending, order) { return Array.from(this.renders).map((object) => this._show(object, transparent, blending, order)); } hide() { for (const object of Array.from(this.renders)) { this._hide(object); } return null; } _material(options) { const precision = this.renderer.capabilities.precision; const vertexPrefix = `\ precision ${precision} float; precision ${precision} int; uniform mat4 modelMatrix; uniform mat4 modelViewMatrix; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; uniform mat3 normalMatrix; uniform vec3 cameraPosition;\ `; const fragmentPrefix = `\ precision ${precision} float; precision ${precision} int; uniform mat4 viewMatrix; uniform vec3 cameraPosition;\ `; const shaderOptions = {}; Object.assign(shaderOptions, options); delete shaderOptions.attributes; delete shaderOptions.varyings; delete shaderOptions.inspect; delete shaderOptions.vertexGraph; delete shaderOptions.fragmentGraph; const material = new RawShaderMaterial(shaderOptions); ["vertexGraph", "fragmentGraph", "inspect"].forEach((key) => (material[key] = options[key])); material.vertexShader = [vertexPrefix, material.vertexShader].join("\n"); material.fragmentShader = [fragmentPrefix, material.fragmentShader].join("\n"); return material; } _raw(object) { object.rotationAutoUpdate = false; object.frustumCulled = false; object.matrixAutoUpdate = false; object.material.defaultAttributeValues = undefined; } _depth(object, write, test) { const m = object.material; m.depthWrite = write; return (m.depthTest = test); } _polygonOffset(object, factor, units) { units -= this.zUnits; const enabled = units !== 0; const m = object.material; m.polygonOffset = enabled; if (enabled) { m.polygonOffsetFactor = factor; return (m.polygonOffsetUnits = units); } } _show(object, transparent, blending, order) { // Force transparent to true to ensure all renderables drawn in order transparent = true; const m = object.material; object.renderOrder = -order; object.visible = true; m.transparent = transparent; m.blending = blending; return null; } _hide(object) { return (object.visible = false); } _vertexColor(color, mask) { if (!color && !mask) { return; } const v = this.shaders.shader(); if (color) { v.require(color); v.pipe("mesh.vertex.color", this.uniforms); } if (mask) { v.require(mask); v.pipe("mesh.vertex.mask", this.uniforms); } return v; } _vertexPosition(position, material, map, channels, stpq) { let defs; const v = this.shaders.shader(); if (map || (material && material !== true)) { defs = {}; if (channels > 0 || stpq) { defs.POSITION_MAP = ""; } if (channels > 0) { defs[["POSITION_U", "POSITION_UV", "POSITION_UVW", "POSITION_UVWO"][channels - 1]] = ""; } if (stpq) { defs.POSITION_STPQ = ""; } } v.require(position); return v.pipe("mesh.vertex.position", this.uniforms, defs); } _fragmentColor(hasStyle, material, color, mask, map, channels, stpq, combine, linear) { const f = this.shaders.shader(); // metacode is terrible let join = false; let gamma = false; const defs = {}; if (channels > 0) { defs[["POSITION_U", "POSITION_UV", "POSITION_UVW", "POSITION_UVWO"][channels - 1]] = ""; } if (stpq) { defs.POSITION_STPQ = ""; } if (hasStyle) { f.pipe("style.color", this.uniforms); join = true; if (color || map || material) { if (!linear || color) { f.pipe("mesh.gamma.in"); } gamma = true; } } if (color) { f.isolate(); f.pipe("mesh.fragment.color", this.uniforms); if (!linear || join) { f.pipe("mesh.gamma.in"); } f.end(); if (join) { f.pipe(UGLSL.binaryOperator("vec4", "*")); } if (linear && join) { f.pipe("mesh.gamma.out"); } join = true; gamma = true; } if (map) { if (!join && combine) { f.pipe(UGLSL.constant("vec4", "vec4(1.0)")); } f.isolate(); f.require(map); f.pipe("mesh.fragment.map", this.uniforms, defs); if (!linear) { f.pipe("mesh.gamma.in"); } f.end(); if (combine) { f.pipe(combine); } else { if (join) { f.pipe(UGLSL.binaryOperator("vec4", "*")); } } join = true; gamma = true; } if (material) { if (!join) { f.pipe(UGLSL.constant("vec4", "vec4(1.0)")); } if (material === true) { f.pipe("mesh.fragment.shaded", this.uniforms); } else { f.require(material); f.pipe("mesh.fragment.material", this.uniforms, defs); } gamma = true; } if (gamma && !linear) { f.pipe("mesh.gamma.out"); } if (mask) { f.pipe("mesh.fragment.mask", this.uniforms); if (join) { f.pipe(UGLSL.binaryOperator("vec4", "*")); } } return f; } }
cchudzicki/mathbox
build/esm/render/meshes/base.js
JavaScript
mit
7,377
export class Debug extends Base { geometry: any; material: any; objects: any[]; } import { Base } from "./base.js";
cchudzicki/mathbox
build/esm/render/meshes/debug.d.ts
TypeScript
mit
128
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Base } from "./base.js"; import { DoubleSide } from "three/src/constants.js"; import { Mesh } from "three/src/objects/Mesh.js"; import { MeshBasicMaterial } from "three/src/materials/MeshBasicMaterial.js"; import { PlaneGeometry } from "three/src/geometries/PlaneGeometry.js"; export class Debug extends Base { constructor(renderer, shaders, options) { super(renderer, shaders, options); this.geometry = new PlaneGeometry(1, 1); this.material = new MeshBasicMaterial({ map: options.map }); this.material.side = DoubleSide; const object = new Mesh(this.geometry, this.material); object.position.x += options.x || 0; object.position.y += options.y || 0; object.frustumCulled = false; object.scale.set(2, 2, 2); object.__debug = true; this.objects = [object]; } dispose() { this.geometry.dispose(); this.material.dispose(); this.objects = this.geometry = this.material = null; return super.dispose(); } }
cchudzicki/mathbox
build/esm/render/meshes/debug.js
JavaScript
mit
1,353
export class Face extends Base { geometry: FaceGeometry; material: any; renders: any[]; } import { Base } from "./base.js"; import { FaceGeometry } from "../geometry/facegeometry.js";
cchudzicki/mathbox
build/esm/render/meshes/face.d.ts
TypeScript
mit
196
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Base } from "./base.js"; import { DoubleSide } from "three/src/constants.js"; import { FaceGeometry } from "../geometry/facegeometry.js"; import { Mesh } from "three/src/objects/Mesh.js"; export class Face extends Base { constructor(renderer, shaders, options) { let f; super(renderer, shaders, options); let { uniforms, material } = options; const { position, color, mask, map, combine, stpq, linear } = options; if (uniforms == null) { uniforms = {}; } if (material == null) { material = true; } const hasStyle = uniforms.styleColor != null; this.geometry = new FaceGeometry({ items: options.items, width: options.width, height: options.height, depth: options.depth, }); this._adopt(uniforms); this._adopt(this.geometry.uniforms); const factory = shaders.material(); const v = factory.vertex; v.pipe(this._vertexColor(color, mask)); v.require(this._vertexPosition(position, material, map, 2, stpq)); if (!material) { v.pipe("face.position", this.uniforms); } if (material) { v.pipe("face.position.normal", this.uniforms); } v.pipe("project.position", this.uniforms); factory.fragment = f = this._fragmentColor(hasStyle, material, color, mask, map, 2, stpq, combine, linear); f.pipe("fragment.color", this.uniforms); const opts = factory.link({ side: DoubleSide, }); this.material = this._material(opts); const object = new Mesh(this.geometry, this.material); object.userData = opts; this._raw(object); this.renders = [object]; } dispose() { this.geometry.dispose(); this.material.dispose(); this.renders = this.geometry = this.material = null; return super.dispose(); } }
cchudzicki/mathbox
build/esm/render/meshes/face.js
JavaScript
mit
2,346
export class Line extends Base { geometry: LineGeometry; material: any; renders: any[]; } import { Base } from "./base.js"; import { LineGeometry } from "../geometry/linegeometry.js";
cchudzicki/mathbox
build/esm/render/meshes/line.d.ts
TypeScript
mit
196
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS104: Avoid inline assignments * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Base } from "./base.js"; import { DoubleSide } from "three/src/constants.js"; import { LineGeometry } from "../geometry/linegeometry.js"; import { Mesh } from "three/src/objects/Mesh.js"; export class Line extends Base { constructor(renderer, shaders, options) { let left; super(renderer, shaders, options); let { uniforms, stroke, join } = options; const { material, position, color, mask, map, combine, stpq, linear, clip, proximity, } = options; if (uniforms == null) { uniforms = {}; } stroke = [null, "dotted", "dashed"][stroke]; const hasStyle = uniforms.styleColor != null; // Line join join = (left = ["miter", "round", "bevel"][join]) != null ? left : "miter"; const detail = { miter: 1, round: 4, bevel: 2 }[join]; this.geometry = new LineGeometry({ samples: options.samples, strips: options.strips, ribbons: options.ribbons, layers: options.layers, anchor: options.anchor, closed: options.closed, detail, }); this._adopt(uniforms); this._adopt(this.geometry.uniforms); const factory = shaders.material(); const defs = {}; if (stroke) { defs.LINE_STROKE = ""; } if (clip) { defs.LINE_CLIP = ""; } if (proximity != null) { defs.LINE_PROXIMITY = ""; } defs["LINE_JOIN_" + join.toUpperCase()] = ""; if (detail > 1) { defs["LINE_JOIN_DETAIL"] = detail; } const v = factory.vertex; v.pipe(this._vertexColor(color, mask)); v.require(this._vertexPosition(position, material, map, 2, stpq)); v.pipe("line.position", this.uniforms, defs); v.pipe("project.position", this.uniforms); const f = factory.fragment; if (stroke) { f.pipe(`fragment.clip.${stroke}`, this.uniforms); } if (clip) { f.pipe("fragment.clip.ends", this.uniforms); } if (proximity != null) { f.pipe("fragment.clip.proximity", this.uniforms); } f.pipe(this._fragmentColor(hasStyle, material, color, mask, map, 2, stpq, combine, linear)); f.pipe("fragment.color", this.uniforms); const opts = factory.link({ side: DoubleSide, }); this.material = this._material(opts); const object = new Mesh(this.geometry, this.material); object.userData = opts; this._raw(object); this.renders = [object]; } dispose() { this.geometry.dispose(); this.material.dispose(); this.renders = this.geometry = this.material = null; return super.dispose(); } }
cchudzicki/mathbox
build/esm/render/meshes/line.js
JavaScript
mit
3,222
export class MemoScreen extends Screen { memo: any; uniforms: { remapUVScale: { type: string; value: any; }; remapModulus: { type: string; value: any; }; remapModulusInv: { type: string; value: any; }; remapSTPQScale: { type: string; value: any; }; }; cover(width: any, height: any, depth: any, items: any): void; } import { Screen } from "./screen.js";
cchudzicki/mathbox
build/esm/render/meshes/memoscreen.d.ts
TypeScript
mit
530
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Screen } from "./screen.js"; import { Vector2 } from "three/src/math/Vector2.js"; import { Vector4 } from "three/src/math/Vector4.js"; export class MemoScreen extends Screen { constructor(renderer, shaders, options) { const { items, width, height, depth, stpq } = options; const inv = (x) => 1 / Math.max(1, x); const inv1 = (x) => 1 / Math.max(1, x - 1); const uniforms = { remapUVScale: { type: "v2", value: new Vector2(items * width, height * depth), }, remapModulus: { type: "v2", value: new Vector2(items, height), }, remapModulusInv: { type: "v2", value: new Vector2(inv(items), inv(height)), }, remapSTPQScale: { type: "v4", value: new Vector4(inv1(width), inv1(height), inv1(depth), inv1(items)), }, }; const map = shaders.shader(); map.pipe("screen.map.xyzw", uniforms); if (options.map != null) { // Need artifical STPQs because the screen is not the real geometry if (stpq) { map.pipe("screen.map.stpq", uniforms); } map.pipe(options.map); } super(renderer, shaders, { map, linear: true }); this.memo = options; this.uniforms = uniforms; for (const object of Array.from(this.renders)) { object.transparent = false; } } cover(width, height, depth, items) { if (width == null) { ({ width } = this.memo); } if (height == null) { ({ height } = this.memo); } if (depth == null) { ({ depth } = this.memo); } if (items == null) { ({ items } = this.memo); } const inv1 = (x) => 1 / Math.max(1, x - 1); this.uniforms.remapSTPQScale.value.set(inv1(width), inv1(height), inv1(depth), inv1(items)); const x = width / this.memo.width; let y = depth / this.memo.depth; if (this.memo.depth === 1) { y = height / this.memo.height; } return this.geometry.cover(x, y); } }
cchudzicki/mathbox
build/esm/render/meshes/memoscreen.js
JavaScript
mit
2,689
export class Point extends Base { geometry: SpriteGeometry; fillMaterial: any; edgeMaterial: any; fillObject: any; edgeObject: any; renders: any[]; show(transparent: any, blending: any, order: any, depth: any): null; } import { Base } from "./base.js"; import { SpriteGeometry } from "../geometry/spritegeometry.js";
cchudzicki/mathbox
build/esm/render/meshes/point.d.ts
TypeScript
mit
345
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS104: Avoid inline assignments * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Base } from "./base.js"; import { DoubleSide } from "three/src/constants.js"; import { Mesh } from "three/src/objects/Mesh.js"; import { SpriteGeometry } from "../geometry/spritegeometry.js"; export class Point extends Base { constructor(renderer, shaders, options) { let f, left; super(renderer, shaders, options); let { uniforms, shape, fill } = options; const { material, position, color, size, mask, map, combine, linear, optical, stpq, } = options; if (uniforms == null) { uniforms = {}; } shape = +shape != null ? +shape : 0; if (fill == null) { fill = true; } const hasStyle = uniforms.styleColor != null; const shapes = [ "circle", "square", "diamond", "up", "down", "left", "right", ]; const passes = [ "circle", "generic", "generic", "generic", "generic", "generic", "generic", ]; const scales = [1.2, 1, 1.414, 1.16, 1.16, 1.16, 1.16]; const pass = passes[shape] != null ? passes[shape] : passes[0]; const _shape = shapes[shape] != null ? shapes[shape] : shapes[0]; const _scale = (left = optical && scales[shape]) != null ? left : 1; const alpha = fill ? pass : `${pass}.hollow`; this.geometry = new SpriteGeometry({ items: options.items, width: options.width, height: options.height, depth: options.depth, }); this._adopt(uniforms); this._adopt(this.geometry.uniforms); const defines = { POINT_SHAPE_SCALE: +(_scale + 0.00001) }; // Shared vertex shader const factory = shaders.material(); const v = factory.vertex; v.pipe(this._vertexColor(color, mask)); // Point sizing if (size) { v.isolate(); v.require(size); v.require("point.size.varying", this.uniforms); v.end(); } else { v.require("point.size.uniform", this.uniforms); } v.require(this._vertexPosition(position, material, map, 2, stpq)); v.pipe("point.position", this.uniforms, defines); v.pipe("project.position", this.uniforms); // Shared fragment shader factory.fragment = f = this._fragmentColor(hasStyle, material, color, mask, map, 2, stpq, combine, linear); // Split fragment into edge and fill pass for better z layering const edgeFactory = shaders.material(); edgeFactory.vertex.pipe(v); f = edgeFactory.fragment.pipe(factory.fragment); f.require(`point.mask.${_shape}`, this.uniforms); f.require(`point.alpha.${alpha}`, this.uniforms); f.pipe("point.edge", this.uniforms); const fillFactory = shaders.material(); fillFactory.vertex.pipe(v); f = fillFactory.fragment.pipe(factory.fragment); f.require(`point.mask.${_shape}`, this.uniforms); f.require(`point.alpha.${alpha}`, this.uniforms); f.pipe("point.fill", this.uniforms); const fillOpts = fillFactory.link({ side: DoubleSide, }); this.fillMaterial = this._material(fillOpts); const edgeOpts = edgeFactory.link({ side: DoubleSide, }); this.edgeMaterial = this._material(edgeOpts); this.fillObject = new Mesh(this.geometry, this.fillMaterial); this.edgeObject = new Mesh(this.geometry, this.edgeMaterial); this._raw(this.fillObject); this.fillObject.userData = fillOpts; this._raw(this.edgeObject); this.edgeObject.userData = edgeOpts; this.renders = [this.fillObject, this.edgeObject]; } show(transparent, blending, order, depth) { this._show(this.edgeObject, true, blending, order, depth); return this._show(this.fillObject, transparent, blending, order, depth); } dispose() { this.geometry.dispose(); this.edgeMaterial.dispose(); this.fillMaterial.dispose(); this.renders = this.edgeObject = this.fillObject = this.geometry = this.edgeMaterial = this.fillMaterial = null; return super.dispose(); } }
cchudzicki/mathbox
build/esm/render/meshes/point.js
JavaScript
mit
4,889
export class Screen extends Base { geometry: ScreenGeometry; material: any; renders: any[]; } import { Base } from "./base.js"; import { ScreenGeometry } from "../geometry/screengeometry.js";
cchudzicki/mathbox
build/esm/render/meshes/screen.d.ts
TypeScript
mit
204
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Base } from "./base.js"; import { DoubleSide } from "three/src/constants.js"; import { Mesh } from "three/src/objects/Mesh.js"; import { ScreenGeometry } from "../geometry/screengeometry.js"; export class Screen extends Base { constructor(renderer, shaders, options) { let f; super(renderer, shaders, options); let { uniforms } = options; const { map, combine, stpq, linear } = options; if (uniforms == null) { uniforms = {}; } const hasStyle = uniforms.styleColor != null; this.geometry = new ScreenGeometry({ width: options.width, height: options.height, }); this._adopt(uniforms); this._adopt(this.geometry.uniforms); const factory = shaders.material(); const v = factory.vertex; v.pipe("raw.position.scale", this.uniforms); v.fan(); v.pipe("stpq.xyzw.2d", this.uniforms); v.next(); v.pipe("screen.position", this.uniforms); v.join(); factory.fragment = f = this._fragmentColor(hasStyle, false, null, null, map, 2, stpq, combine, linear); f.pipe("fragment.color", this.uniforms); const opts = factory.link({ side: DoubleSide, }); this.material = this._material(opts); const object = new Mesh(this.geometry, this.material); object.frustumCulled = false; object.userData = opts; this._raw(object); this.renders = [object]; } dispose() { this.geometry.dispose(); this.material.dispose(); this.renders = this.geometry = this.material = null; return super.dispose(); } }
cchudzicki/mathbox
build/esm/render/meshes/screen.js
JavaScript
mit
2,065
export class Sprite extends Base { geometry: SpriteGeometry; fillMaterial: any; edgeMaterial: any; fillObject: any; edgeObject: any; renders: any[]; show(transparent: any, blending: any, order: any, depth: any): null; nreders: any; } import { Base } from "./base.js"; import { SpriteGeometry } from "../geometry/spritegeometry.js";
cchudzicki/mathbox
build/esm/render/meshes/sprite.d.ts
TypeScript
mit
364
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Base } from "./base.js"; import { DoubleSide } from "three/src/constants.js"; import { Mesh } from "three/src/objects/Mesh.js"; import { SpriteGeometry } from "../geometry/spritegeometry.js"; export class Sprite extends Base { constructor(renderer, shaders, options) { let f; super(renderer, shaders, options); let { uniforms } = options; const { material, position, sprite, map, combine, linear, color, mask, stpq, } = options; if (uniforms == null) { uniforms = {}; } const hasStyle = uniforms.styleColor != null; this.geometry = new SpriteGeometry({ items: options.items, width: options.width, height: options.height, depth: options.depth, }); this._adopt(uniforms); this._adopt(this.geometry.uniforms); // Shared vertex shader const factory = shaders.material(); const v = factory.vertex; v.pipe(this._vertexColor(color, mask)); v.require(this._vertexPosition(position, material, map, 2, stpq)); v.require(sprite); v.pipe("sprite.position", this.uniforms); v.pipe("project.position", this.uniforms); // Shared fragment shader factory.fragment = f = this._fragmentColor(hasStyle, material, color, mask, map, 2, stpq, combine, linear); // Split fragment into edge and fill pass for better z layering const edgeFactory = shaders.material(); edgeFactory.vertex.pipe(v); edgeFactory.fragment.pipe(f); edgeFactory.fragment.pipe("fragment.transparent", this.uniforms); const fillFactory = shaders.material(); fillFactory.vertex.pipe(v); fillFactory.fragment.pipe(f); fillFactory.fragment.pipe("fragment.solid", this.uniforms); const fillOpts = fillFactory.link({ side: DoubleSide, }); this.fillMaterial = this._material(fillOpts); const edgeOpts = edgeFactory.link({ side: DoubleSide, }); this.edgeMaterial = this._material(edgeOpts); this.fillObject = new Mesh(this.geometry, this.fillMaterial); this.edgeObject = new Mesh(this.geometry, this.edgeMaterial); this._raw(this.fillObject); this.fillObject.userData = fillOpts; this._raw(this.edgeObject); this.edgeObject.userData = edgeOpts; this.renders = [this.fillObject, this.edgeObject]; } show(transparent, blending, order, depth) { this._show(this.edgeObject, true, blending, order, depth); return this._show(this.fillObject, transparent, blending, order, depth); } dispose() { this.geometry.dispose(); this.edgeMaterial.dispose(); this.fillMaterial.dispose(); this.nreders = this.geometry = this.edgeMaterial = this.fillMaterial = this.edgeObject = this.fillObject = null; return super.dispose(); } }
cchudzicki/mathbox
build/esm/render/meshes/sprite.js
JavaScript
mit
3,461
export class Strip extends Base { geometry: StripGeometry; material: any; renders: any[]; } import { Base } from "./base.js"; import { StripGeometry } from "../geometry/stripgeometry.js";
cchudzicki/mathbox
build/esm/render/meshes/strip.d.ts
TypeScript
mit
200
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Base } from "./base.js"; import { DoubleSide } from "three/src/constants.js"; import { Mesh } from "three/src/objects/Mesh.js"; import { StripGeometry } from "../geometry/stripgeometry.js"; export class Strip extends Base { constructor(renderer, shaders, options) { let f; super(renderer, shaders, options); let { uniforms, material } = options; const { position, color, mask, map, combine, linear, stpq } = options; if (uniforms == null) { uniforms = {}; } if (material == null) { material = true; } const hasStyle = uniforms.styleColor != null; this.geometry = new StripGeometry({ items: options.items, width: options.width, height: options.height, depth: options.depth, }); this._adopt(uniforms); this._adopt(this.geometry.uniforms); const factory = shaders.material(); const v = factory.vertex; v.pipe(this._vertexColor(color, mask)); v.require(this._vertexPosition(position, material, map, 2, stpq)); if (!material) { v.pipe("mesh.position", this.uniforms); } if (material) { v.pipe("strip.position.normal", this.uniforms); } v.pipe("project.position", this.uniforms); factory.fragment = f = this._fragmentColor(hasStyle, material, color, mask, map, 2, stpq, combine, linear); f.pipe("fragment.color", this.uniforms); const opts = factory.link({ side: DoubleSide, }); this.material = this._material(opts); const object = new Mesh(this.geometry, this.material); object.userData = opts; this._raw(object); this.renders = [object]; } dispose() { this.geometry.dispose(); this.material.dispose(); this.renders = this.geometry = this.material = null; return super.dispose(); } }
cchudzicki/mathbox
build/esm/render/meshes/strip.js
JavaScript
mit
2,351
export class Surface extends Base { geometry: SurfaceGeometry; material: any; renders: any[]; } import { Base } from "./base.js"; import { SurfaceGeometry } from "../geometry/surfacegeometry.js";
cchudzicki/mathbox
build/esm/render/meshes/surface.d.ts
TypeScript
mit
208
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Base } from "./base.js"; import { DoubleSide } from "three/src/constants.js"; import { Mesh } from "three/src/objects/Mesh.js"; import { SurfaceGeometry } from "../geometry/surfacegeometry.js"; export class Surface extends Base { constructor(renderer, shaders, options) { let defs, f; super(renderer, shaders, options); let { uniforms, material } = options; const { position, color, mask, map, combine, linear, stpq, intUV } = options; if (uniforms == null) { uniforms = {}; } if (material == null) { material = true; } const hasStyle = uniforms.styleColor != null; this.geometry = new SurfaceGeometry({ width: options.width, height: options.height, surfaces: options.surfaces, layers: options.layers, closedX: options.closedX, closedY: options.closedY, }); this._adopt(uniforms); this._adopt(this.geometry.uniforms); const factory = shaders.material(); const v = factory.vertex; if (intUV) { defs = { POSITION_UV_INT: "" }; } v.pipe(this._vertexColor(color, mask)); v.require(this._vertexPosition(position, material, map, 2, stpq)); if (!material) { v.pipe("surface.position", this.uniforms, defs); } if (material) { v.pipe("surface.position.normal", this.uniforms, defs); } v.pipe("project.position", this.uniforms); factory.fragment = f = this._fragmentColor(hasStyle, material, color, mask, map, 2, stpq, combine, linear); f.pipe("fragment.color", this.uniforms); const opts = factory.link({ side: DoubleSide, }); this.material = this._material(opts); const object = new Mesh(this.geometry, this.material); object.userData = opts; this._raw(object); this.renders = [object]; } dispose() { this.geometry.dispose(); this.material.dispose(); this.renders = this.geometry = this.material = null; return super.dispose(); } }
cchudzicki/mathbox
build/esm/render/meshes/surface.js
JavaScript
mit
2,548
export class Renderable { constructor(renderer: any, shaders: any); renderer: any; shaders: any; gl: any; uniforms: {}; dispose(): void; _adopt(uniforms: any): void; _set(uniforms: any): void; }
cchudzicki/mathbox
build/esm/render/renderable.d.ts
TypeScript
mit
227
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ export class Renderable { constructor(renderer, shaders) { this.renderer = renderer; this.shaders = shaders; this.gl = this.renderer.getContext(); if (this.uniforms == null) { this.uniforms = {}; } } dispose() { this.uniforms = null; } _adopt(uniforms) { for (const key in uniforms) { const value = uniforms[key]; this.uniforms[key] = value; } } _set(uniforms) { for (const key in uniforms) { const value = uniforms[key]; if (this.uniforms[key] != null) { this.uniforms[key].value = value; } } } }
cchudzicki/mathbox
build/esm/render/renderable.js
JavaScript
mit
1,057
export class Scene extends Renderable { constructor(renderer: any, shaders: any, options: any); root: MathBox; scene: any; pending: any[]; async: number; scratch: any; camera: any; inject(scene: any): any; unject(): any; add(object: any): any; remove(object: any): any; _add(object: any): any; _remove(object: any): any; dispose(): any; warmup(n: any): number; render(): any; toJSON(): any; } import { Renderable } from "./renderable.js"; declare class MathBox { rotationAutoUpdate: boolean; frustumCulled: boolean; matrixAutoUpdate: boolean; } export {};
cchudzicki/mathbox
build/esm/render/scene.d.ts
TypeScript
mit
636
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS101: Remove unnecessary use of Array.from * DS102: Remove unnecessary code created because of implicit returns * DS202: Simplify dynamic range loops * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import { Object3D } from "three/src/core/Object3D.js"; import { PerspectiveCamera } from "three/src/cameras/PerspectiveCamera.js"; import { Renderable } from "./renderable.js"; import { Scene as ThreeScene } from "three/src/scenes/Scene.js"; import { WebGLRenderTarget } from "three/src/renderers/WebGLRenderTarget.js"; /* All MathBox renderables sit inside this root, to keep things tidy. */ class MathBox extends Object3D { constructor() { super(); this.rotationAutoUpdate = false; this.frustumCulled = false; this.matrixAutoUpdate = false; } } /* Holds the root and binds to a THREE.Scene Will hold objects and inject them a few at a time to avoid long UI blocks. Will render injected objects to a 1x1 scratch buffer to ensure availability */ export class Scene extends Renderable { constructor(renderer, shaders, options) { super(renderer, shaders, options); this.root = new MathBox(); if ((options != null ? options.scene : undefined) != null) { this.scene = options.scene; } if (this.scene == null) { this.scene = new ThreeScene(); } this.pending = []; this.async = 0; this.scratch = new WebGLRenderTarget(1, 1); this.camera = new PerspectiveCamera(); } inject(scene) { if (scene != null) { this.scene = scene; } return this.scene.add(this.root); } unject() { return this.scene != null ? this.scene.remove(this.root) : undefined; } add(object) { if (this.async) { return this.pending.push(object); } else { return this._add(object); } } remove(object) { this.pending = this.pending.filter((o) => o !== object); if (object.parent != null) { return this._remove(object); } } _add(object) { return this.root.add(object); } _remove(object) { return this.root.remove(object); } dispose() { if (this.root.parent != null) { return this.unject(); } } warmup(n) { return (this.async = +n || 0); } render() { if (!this.pending.length) { return; } const { children } = this.root; // Insert up to @async children const added = []; for (let i = 0, end = this.async, asc = 0 <= end; asc ? i < end : i > end; asc ? i++ : i--) { const pending = this.pending.shift(); if (!pending) { break; } // Insert new child this._add(pending); added.push(added); } // Remember current visibility const visible = children.map(function (o) { return o.visible; }); // Force only this child visible children.map((o) => (o.visible = !Array.from(added).includes(o))); // Render and throw away const currentTarget = this.renderer.getRenderTarget(); this.renderer.setRenderTarget(this.scratch); this.renderer.render(this.scene, this.camera); this.renderer.setRenderTarget(currentTarget); // Restore visibility return children.map((o, i) => (o.visible = visible[i])); } toJSON() { return this.root.toJSON(); } }
cchudzicki/mathbox
build/esm/render/scene.js
JavaScript
mit
3,825
export function Factory(snippets: any): any;
cchudzicki/mathbox
build/esm/shaders/factory.d.ts
TypeScript
mit
45
// TODO: This file was created by bulk-decaffeinate. // Sanity-check the conversion and remove this comment. /* * decaffeinate suggestions: * DS102: Remove unnecessary code created because of implicit returns * DS207: Consider shorter variations of null checks * Full docs: https://github.com/decaffeinate/decaffeinate/blob/master/docs/suggestions.md */ import * as ShaderGraph from "shadergraph"; export const Factory = function (snippets) { function fetch(name) { // Built-in library const s = snippets[name]; if (s != null) { return s; } // Load from <script> tags by ID const ref = ["#", ".", ":", "["].includes(name[0]); const sel = ref ? name : `#${name}`; const element = document.querySelector(sel); if (element != null && element.tagName === "SCRIPT") { return element.textContent || element.innerText; } throw new Error(`Unknown shader \`${name}\``); } return ShaderGraph.load(fetch, { autoInspect: true }); };
cchudzicki/mathbox
build/esm/shaders/factory.js
JavaScript
mit
1,050
export default /* glsl */ `uniform float worldUnit; uniform float lineDepth; uniform float lineWidth; uniform float focusDepth; uniform vec4 geometryClip; uniform float arrowSize; uniform float arrowSpace; attribute vec4 position4; attribute vec3 arrow; attribute vec2 attach; // External vec3 getPosition(vec4 xyzw, float canonical); void getArrowGeometry(vec4 xyzw, float near, float far, out vec3 left, out vec3 right, out vec3 start) { right = getPosition(xyzw, 1.0); left = getPosition(vec4(near, xyzw.yzw), 0.0); start = getPosition(vec4(far, xyzw.yzw), 0.0); } mat4 getArrowMatrix(vec3 left, vec3 right, vec3 start) { float depth = focusDepth; if (lineDepth < 1.0) { // Depth blending float z = max(0.00001, -right.z); depth = mix(z, focusDepth, lineDepth); } vec3 diff = left - right; float l = length(diff); if (l == 0.0) { return mat4(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); } // Construct TBN matrix around shaft vec3 t = normalize(diff); vec3 n = normalize(cross(t, t.yzx + vec3(.1, .2, .3))); vec3 b = cross(n, t); // Shrink arrows when vector gets too small // Approach linear scaling with cubic ease the smaller we get float size = arrowSize * lineWidth * worldUnit * depth * 1.25; diff = right - start; l = length(diff) * arrowSpace; float mini = clamp(1.0 - l / size * .333, 0.0, 1.0); float scale = 1.0 - mini * mini * mini; float range = size * scale; // Size to 2.5:1 ratio float rangeNB = range / 2.5; // Anchor at end position return mat4(vec4(n * rangeNB, 0), vec4(b * rangeNB, 0), vec4(t * range, 0), vec4(right, 1.0)); } vec3 getArrowPosition() { vec3 left, right, start; vec4 p = min(geometryClip, position4); getArrowGeometry(p, attach.x, attach.y, left, right, start); mat4 matrix = getArrowMatrix(left, right, start); return (matrix * vec4(arrow.xyz, 1.0)).xyz; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/arrow.position.js
JavaScript
mit
2,036
declare var _default: "uniform vec4 axisStep;\nuniform vec4 axisPosition;\n\nvec4 getAxisPosition(vec4 xyzw, inout vec4 stpq) {\n return axisStep * xyzw.x + axisPosition;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/axis.position.d.ts
TypeScript
mit
204
export default /* glsl */ `uniform vec4 axisStep; uniform vec4 axisPosition; vec4 getAxisPosition(vec4 xyzw, inout vec4 stpq) { return axisStep * xyzw.x + axisPosition; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/axis.position.js
JavaScript
mit
177
declare var _default: "uniform mat4 viewMatrix;\n\nvec4 getCartesianPosition(vec4 position, inout vec4 stpq) {\n return viewMatrix * vec4(position.xyz, 1.0);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/cartesian.position.d.ts
TypeScript
mit
191
export default /* glsl */ `uniform mat4 viewMatrix; vec4 getCartesianPosition(vec4 position, inout vec4 stpq) { return viewMatrix * vec4(position.xyz, 1.0); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/cartesian.position.js
JavaScript
mit
165
declare var _default: "uniform vec4 basisScale;\nuniform vec4 basisOffset;\nuniform vec4 viewScale;\nuniform vec4 viewOffset;\n\nvec4 getCartesian4Position(vec4 position, inout vec4 stpq) {\n return position * basisScale + basisOffset;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/cartesian4.position.d.ts
TypeScript
mit
269
export default /* glsl */ `uniform vec4 basisScale; uniform vec4 basisOffset; uniform vec4 viewScale; uniform vec4 viewOffset; vec4 getCartesian4Position(vec4 position, inout vec4 stpq) { return position * basisScale + basisOffset; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/cartesian4.position.js
JavaScript
mit
240
declare var _default: "uniform vec4 clampLimit;\n\nvec4 getClampXYZW(vec4 xyzw) {\n return clamp(xyzw, vec4(0.0), clampLimit);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/clamp.position.d.ts
TypeScript
mit
160
export default /* glsl */ `uniform vec4 clampLimit; vec4 getClampXYZW(vec4 xyzw) { return clamp(xyzw, vec4(0.0), clampLimit); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/clamp.position.js
JavaScript
mit
134
declare var _default: "vec4 opaqueColor(vec4 color) {\n return vec4(color.rgb, 1.0);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/color.opaque.d.ts
TypeScript
mit
118
export default /* glsl */ `vec4 opaqueColor(vec4 color) { return vec4(color.rgb, 1.0); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/color.opaque.js
JavaScript
mit
94
declare var _default: "uniform vec4 geometryClip;\nattribute vec4 position4;\n\n// External\nvec3 getPosition(vec4 xyzw, float canonical);\n\nvec3 getFacePosition() {\n vec4 p = min(geometryClip, position4);\n return getPosition(p, 1.0);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/face.position.d.ts
TypeScript
mit
272
export default /* glsl */ `uniform vec4 geometryClip; attribute vec4 position4; // External vec3 getPosition(vec4 xyzw, float canonical); vec3 getFacePosition() { vec4 p = min(geometryClip, position4); return getPosition(p, 1.0); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/face.position.js
JavaScript
mit
241
declare var _default: "attribute vec4 position4;\n\n// External\nvec3 getPosition(vec4 xyzw, float canonical);\n\nvarying vec3 vNormal;\nvarying vec3 vLight;\nvarying vec3 vPosition;\n\nvoid getFaceGeometry(vec4 xyzw, out vec3 pos, out vec3 normal) {\n vec3 a, b, c;\n\n a = getPosition(vec4(xyzw.xyz, 0.0), 0.0);\n b = getPosition(vec4(xyzw.xyz, 1.0), 0.0);\n c = getPosition(vec4(xyzw.xyz, 2.0), 0.0);\n\n pos = getPosition(xyzw, 1.0);\n normal = normalize(cross(c - a, b - a));\n}\n\nvec3 getFacePositionNormal() {\n vec3 center, normal;\n\n getFaceGeometry(position4, center, normal);\n vNormal = normal;\n vLight = normalize((viewMatrix * vec4(1.0, 2.0, 2.0, 0.0)).xyz);\n vPosition = -center;\n\n return center;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/face.position.normal.d.ts
TypeScript
mit
773
export default /* glsl */ `attribute vec4 position4; // External vec3 getPosition(vec4 xyzw, float canonical); varying vec3 vNormal; varying vec3 vLight; varying vec3 vPosition; void getFaceGeometry(vec4 xyzw, out vec3 pos, out vec3 normal) { vec3 a, b, c; a = getPosition(vec4(xyzw.xyz, 0.0), 0.0); b = getPosition(vec4(xyzw.xyz, 1.0), 0.0); c = getPosition(vec4(xyzw.xyz, 2.0), 0.0); pos = getPosition(xyzw, 1.0); normal = normalize(cross(c - a, b - a)); } vec3 getFacePositionNormal() { vec3 center, normal; getFaceGeometry(position4, center, normal); vNormal = normal; vLight = normalize((viewMatrix * vec4(1.0, 2.0, 2.0, 0.0)).xyz); vPosition = -center; return center; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/face.position.normal.js
JavaScript
mit
722
export default /* glsl */ `/* Float encoding technique by Carlos Scheidegger https://github.com/cscheid/lux/blob/master/src/shade/bits/encode_float.js Conversion to GLSL by: http://concord-consortium.github.io/lab/experiments/webgl-gpgpu/script.js */ float shift_right(float v, float amt) { v = floor(v) + 0.5; return floor(v / exp2(amt)); } float shift_left(float v, float amt) { return floor(v * exp2(amt) + 0.5); } float mask_last(float v, float bits) { return mod(v, shift_left(1.0, bits)); } float extract_bits(float num, float from, float to) { from = floor(from + 0.5); to = floor(to + 0.5); return mask_last(shift_right(num, from), to - from); } vec4 encode_float(float val) { if (val == 0.0) return vec4(0, 0, 0, 0); float valuesign = val > 0.0 ? 0.0 : 1.0; val = abs(val); float exponent = floor(log2(val)); float biased_exponent = exponent + 127.0; float fraction = ((val / exp2(exponent)) - 1.0) * 8388608.0; float t = biased_exponent / 2.0; float last_bit_of_biased_exponent = fract(t) * 2.0; float remaining_bits_of_biased_exponent = floor(t); float byte4 = extract_bits(fraction, 0.0, 8.0) / 255.0; float byte3 = extract_bits(fraction, 8.0, 16.0) / 255.0; float byte2 = (last_bit_of_biased_exponent * 128.0 + extract_bits(fraction, 16.0, 23.0)) / 255.0; float byte1 = (valuesign * 128.0 + remaining_bits_of_biased_exponent) / 255.0; return vec4(byte4, byte3, byte2, byte1); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/float.encode.js
JavaScript
mit
1,465
declare var _default: "uniform vec4 indexModulus;\n\nvec4 getSample(vec4 xyzw);\nvec4 getIndex(vec4 xyzw);\n\nvec4 floatPackIndex(vec4 xyzw) {\n vec4 value = getSample(xyzw);\n vec4 index = getIndex(xyzw);\n\n vec4 offset = floor(index + .5) * indexModulus;\n vec2 sum2 = offset.xy + offset.zw;\n float sum = sum2.x + sum2.y;\n return vec4(value.xyz, sum);\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/float.index.pack.d.ts
TypeScript
mit
393
export default /* glsl */ `uniform vec4 indexModulus; vec4 getSample(vec4 xyzw); vec4 getIndex(vec4 xyzw); vec4 floatPackIndex(vec4 xyzw) { vec4 value = getSample(xyzw); vec4 index = getIndex(xyzw); vec4 offset = floor(index + .5) * indexModulus; vec2 sum2 = offset.xy + offset.zw; float sum = sum2.x + sum2.y; return vec4(value.xyz, sum); }`;
cchudzicki/mathbox
build/esm/shaders/glsl/float.index.pack.js
JavaScript
mit
359
declare var _default: "vec4 getSample(vec4 xyzw);\n\nfloat floatStretch(vec4 xyzw, float channelIndex) {\n vec4 sample = getSample(xyzw);\n vec2 xy = channelIndex > 1.5 ? sample.zw : sample.xy;\n return mod(channelIndex, 2.0) > .5 ? xy.y : xy.x;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/float.stretch.d.ts
TypeScript
mit
279
export default /* glsl */ `vec4 getSample(vec4 xyzw); float floatStretch(vec4 xyzw, float channelIndex) { vec4 sample = getSample(xyzw); vec2 xy = channelIndex > 1.5 ? sample.zw : sample.xy; return mod(channelIndex, 2.0) > .5 ? xy.y : xy.x; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/float.stretch.js
JavaScript
mit
252
declare var _default: "varying float vClipStrokeWidth;\nvarying float vClipStrokeIndex;\nvarying vec3 vClipStrokeEven;\nvarying vec3 vClipStrokeOdd;\nvarying vec3 vClipStrokePosition;\n\nvoid clipStrokeFragment() {\n bool odd = mod(vClipStrokeIndex, 2.0) >= 1.0;\n\n vec3 tangent;\n if (odd) {\n tangent = vClipStrokeOdd;\n }\n else {\n tangent = vClipStrokeEven;\n }\n\n float travel = dot(vClipStrokePosition, normalize(tangent)) / vClipStrokeWidth;\n if (mod(travel, 16.0) > 8.0) {\n discard;\n }\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.clip.dashed.d.ts
TypeScript
mit
553
export default /* glsl */ `varying float vClipStrokeWidth; varying float vClipStrokeIndex; varying vec3 vClipStrokeEven; varying vec3 vClipStrokeOdd; varying vec3 vClipStrokePosition; void clipStrokeFragment() { bool odd = mod(vClipStrokeIndex, 2.0) >= 1.0; vec3 tangent; if (odd) { tangent = vClipStrokeOdd; } else { tangent = vClipStrokeEven; } float travel = dot(vClipStrokePosition, normalize(tangent)) / vClipStrokeWidth; if (mod(travel, 16.0) > 8.0) { discard; } } `;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.clip.dashed.js
JavaScript
mit
510
declare var _default: "varying float vClipStrokeWidth;\nvarying float vClipStrokeIndex;\nvarying vec3 vClipStrokeEven;\nvarying vec3 vClipStrokeOdd;\nvarying vec3 vClipStrokePosition;\n\nvoid clipStrokeFragment() {\n bool odd = mod(vClipStrokeIndex, 2.0) >= 1.0;\n\n vec3 tangent;\n if (odd) {\n tangent = vClipStrokeOdd;\n }\n else {\n tangent = vClipStrokeEven;\n }\n\n float travel = dot(vClipStrokePosition, normalize(tangent)) / vClipStrokeWidth;\n if (mod(travel, 4.0) > 2.0) {\n discard;\n }\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.clip.dotted.d.ts
TypeScript
mit
552
export default /* glsl */ `varying float vClipStrokeWidth; varying float vClipStrokeIndex; varying vec3 vClipStrokeEven; varying vec3 vClipStrokeOdd; varying vec3 vClipStrokePosition; void clipStrokeFragment() { bool odd = mod(vClipStrokeIndex, 2.0) >= 1.0; vec3 tangent; if (odd) { tangent = vClipStrokeOdd; } else { tangent = vClipStrokeEven; } float travel = dot(vClipStrokePosition, normalize(tangent)) / vClipStrokeWidth; if (mod(travel, 4.0) > 2.0) { discard; } } `;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.clip.dotted.js
JavaScript
mit
509
declare var _default: "varying vec2 vClipEnds;\n\nvoid clipEndsFragment() {\n if (vClipEnds.x < 0.0 || vClipEnds.y < 0.0) discard;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.clip.ends.d.ts
TypeScript
mit
164
export default /* glsl */ `varying vec2 vClipEnds; void clipEndsFragment() { if (vClipEnds.x < 0.0 || vClipEnds.y < 0.0) discard; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.clip.ends.js
JavaScript
mit
138
declare var _default: "varying float vClipProximity;\n\nvoid clipProximityFragment() {\n if (vClipProximity >= 0.5) discard;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.clip.proximity.d.ts
TypeScript
mit
156
export default /* glsl */ `varying float vClipProximity; void clipProximityFragment() { if (vClipProximity >= 0.5) discard; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.clip.proximity.js
JavaScript
mit
131
declare var _default: "void setFragmentColor(vec4 color) {\n gl_FragColor = color;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.color.d.ts
TypeScript
mit
114
export default /* glsl */ `void setFragmentColor(vec4 color) { gl_FragColor = color; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.color.js
JavaScript
mit
91
declare var _default: "vec4 fragmentRGBA(vec4 rgba, vec4 stpq) {\n return rgba;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.map.rgba.d.ts
TypeScript
mit
111
export default /* glsl */ `vec4 fragmentRGBA(vec4 rgba, vec4 stpq) { return rgba; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.map.rgba.js
JavaScript
mit
88
declare var _default: "void setFragmentColor(vec4 color) {\n if (color.a < 1.0) discard;\n gl_FragColor = color;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.solid.d.ts
TypeScript
mit
145
export default /* glsl */ `void setFragmentColor(vec4 color) { if (color.a < 1.0) discard; gl_FragColor = color; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.solid.js
JavaScript
mit
121
declare var _default: "void setFragmentColor(vec4 color) {\n if (color.a >= 1.0) discard;\n gl_FragColor = color;\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.transparent.d.ts
TypeScript
mit
146
export default /* glsl */ `void setFragmentColor(vec4 color) { if (color.a >= 1.0) discard; gl_FragColor = color; }`;
cchudzicki/mathbox
build/esm/shaders/glsl/fragment.transparent.js
JavaScript
mit
122
declare var _default: "uniform vec4 gridPosition;\nuniform vec4 gridStep;\nuniform vec4 gridAxis;\n\nvec4 sampleData(vec2 xy);\n\nvec4 getGridPosition(vec4 xyzw) {\n vec4 onAxis = gridAxis * sampleData(vec2(xyzw.y, 0.0)).x;\n vec4 offAxis = gridStep * xyzw.x + gridPosition;\n return onAxis + offAxis;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/grid.position.d.ts
TypeScript
mit
338
export default /* glsl */ `uniform vec4 gridPosition; uniform vec4 gridStep; uniform vec4 gridAxis; vec4 sampleData(vec2 xy); vec4 getGridPosition(vec4 xyzw) { vec4 onAxis = gridAxis * sampleData(vec2(xyzw.y, 0.0)).x; vec4 offAxis = gridStep * xyzw.x + gridPosition; return onAxis + offAxis; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/grid.position.js
JavaScript
mit
306
declare var _default: "uniform float growScale;\nuniform vec4 growMask;\nuniform vec4 growAnchor;\n\nvec4 getSample(vec4 xyzw);\n\nvec4 getGrowSample(vec4 xyzw) {\n vec4 anchor = xyzw * growMask + growAnchor;\n\n vec4 position = getSample(xyzw);\n vec4 center = getSample(anchor);\n\n return mix(center, position, growScale);\n}"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/grow.position.d.ts
TypeScript
mit
362
export default /* glsl */ `uniform float growScale; uniform vec4 growMask; uniform vec4 growAnchor; vec4 getSample(vec4 xyzw); vec4 getGrowSample(vec4 xyzw) { vec4 anchor = xyzw * growMask + growAnchor; vec4 position = getSample(xyzw); vec4 center = getSample(anchor); return mix(center, position, growScale); }`;
cchudzicki/mathbox
build/esm/shaders/glsl/grow.position.js
JavaScript
mit
328
declare var _default: "uniform float joinStride;\nuniform float joinStrideInv;\n\nfloat getIndex(vec4 xyzw);\nvec4 getRest(vec4 xyzw);\nvec4 injectIndices(float a, float b);\n\nvec4 getJoinXYZW(vec4 xyzw) {\n\n float a = getIndex(xyzw);\n float b = a * joinStrideInv;\n\n float integer = floor(b);\n float fraction = b - integer;\n \n return injectIndices(fraction * joinStride, integer) + getRest(xyzw);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/join.position.d.ts
TypeScript
mit
444
export default /* glsl */ `uniform float joinStride; uniform float joinStrideInv; float getIndex(vec4 xyzw); vec4 getRest(vec4 xyzw); vec4 injectIndices(float a, float b); vec4 getJoinXYZW(vec4 xyzw) { float a = getIndex(xyzw); float b = a * joinStrideInv; float integer = floor(b); float fraction = b - integer; return injectIndices(fraction * joinStride, integer) + getRest(xyzw); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/join.position.js
JavaScript
mit
406
declare var _default: "varying float vPixelSize;\n\nvec4 getLabelAlphaColor(vec4 color, vec4 sample) {\n float mask = clamp(sample.r * 1000.0, 0.0, 1.0);\n float alpha = (sample.r - .5) * vPixelSize + .5;\n float a = mask * alpha * color.a;\n if (a <= 0.0) discard;\n return vec4(color.xyz, a);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/label.alpha.d.ts
TypeScript
mit
332
export default /* glsl */ `varying float vPixelSize; vec4 getLabelAlphaColor(vec4 color, vec4 sample) { float mask = clamp(sample.r * 1000.0, 0.0, 1.0); float alpha = (sample.r - .5) * vPixelSize + .5; float a = mask * alpha * color.a; if (a <= 0.0) discard; return vec4(color.xyz, a); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/label.alpha.js
JavaScript
mit
302
declare var _default: "vec2 mapUV(vec4 uvwo, vec4 stpq) {\n return uvwo.xy;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/label.map.d.ts
TypeScript
mit
109
export default /* glsl */ `vec2 mapUV(vec4 uvwo, vec4 stpq) { return uvwo.xy; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/label.map.js
JavaScript
mit
85
declare var _default: "uniform float outlineExpand;\nuniform float outlineStep;\nuniform vec3 outlineColor;\n\nvarying float vPixelSize;\n\nconst float PIXEL_STEP = 255.0 / 16.0;\n\nvec4 getLabelOutlineColor(vec4 color, vec4 sample) {\n float ps = vPixelSize * PIXEL_STEP;\n float os = outlineStep;\n\n float sdf = sample.r - .5 + outlineExpand;\n vec2 sdfs = vec2(sdf, sdf + os);\n vec2 alpha = clamp(sdfs * ps + .5, 0.0, 1.0);\n\n if (alpha.y <= 0.0) {\n discard;\n }\n\n vec3 blend = color.xyz;\n if (alpha.y > alpha.x) {\n blend = sqrt(mix(outlineColor * outlineColor, blend * blend, alpha.x));\n }\n \n return vec4(blend, alpha.y * color.a);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/label.outline.d.ts
TypeScript
mit
700
export default /* glsl */ `uniform float outlineExpand; uniform float outlineStep; uniform vec3 outlineColor; varying float vPixelSize; const float PIXEL_STEP = 255.0 / 16.0; vec4 getLabelOutlineColor(vec4 color, vec4 sample) { float ps = vPixelSize * PIXEL_STEP; float os = outlineStep; float sdf = sample.r - .5 + outlineExpand; vec2 sdfs = vec2(sdf, sdf + os); vec2 alpha = clamp(sdfs * ps + .5, 0.0, 1.0); if (alpha.y <= 0.0) { discard; } vec3 blend = color.xyz; if (alpha.y > alpha.x) { blend = sqrt(mix(outlineColor * outlineColor, blend * blend, alpha.x)); } return vec4(blend, alpha.y * color.a); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/label.outline.js
JavaScript
mit
652
declare var _default: "uniform vec4 layerScale;\nuniform vec4 layerBias;\n\nvec4 layerPosition(vec4 position, inout vec4 stpq) {\n return layerScale * position + layerBias;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/layer.position.d.ts
TypeScript
mit
206
export default /* glsl */ `uniform vec4 layerScale; uniform vec4 layerBias; vec4 layerPosition(vec4 position, inout vec4 stpq) { return layerScale * position + layerBias; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/layer.position.js
JavaScript
mit
179
declare var _default: "// External\nvec4 sampleData(vec4 xyzw);\n\nvec4 lerpDepth(vec4 xyzw) {\n float x = xyzw.z;\n float i = floor(x);\n float f = x - i;\n \n vec4 xyzw1 = vec4(xyzw.xy, i, xyzw.w);\n vec4 xyzw2 = vec4(xyzw.xy, i + 1.0, xyzw.w);\n \n vec4 a = sampleData(xyzw1);\n vec4 b = sampleData(xyzw2);\n\n return mix(a, b, f);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/lerp.depth.d.ts
TypeScript
mit
379
export default /* glsl */ `// External vec4 sampleData(vec4 xyzw); vec4 lerpDepth(vec4 xyzw) { float x = xyzw.z; float i = floor(x); float f = x - i; vec4 xyzw1 = vec4(xyzw.xy, i, xyzw.w); vec4 xyzw2 = vec4(xyzw.xy, i + 1.0, xyzw.w); vec4 a = sampleData(xyzw1); vec4 b = sampleData(xyzw2); return mix(a, b, f); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/lerp.depth.js
JavaScript
mit
342
declare var _default: "// External\nvec4 sampleData(vec4 xyzw);\n\nvec4 lerpHeight(vec4 xyzw) {\n float x = xyzw.y;\n float i = floor(x);\n float f = x - i;\n \n vec4 xyzw1 = vec4(xyzw.x, i, xyzw.zw);\n vec4 xyzw2 = vec4(xyzw.x, i + 1.0, xyzw.zw);\n \n vec4 a = sampleData(xyzw1);\n vec4 b = sampleData(xyzw2);\n\n return mix(a, b, f);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/lerp.height.d.ts
TypeScript
mit
380
export default /* glsl */ `// External vec4 sampleData(vec4 xyzw); vec4 lerpHeight(vec4 xyzw) { float x = xyzw.y; float i = floor(x); float f = x - i; vec4 xyzw1 = vec4(xyzw.x, i, xyzw.zw); vec4 xyzw2 = vec4(xyzw.x, i + 1.0, xyzw.zw); vec4 a = sampleData(xyzw1); vec4 b = sampleData(xyzw2); return mix(a, b, f); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/lerp.height.js
JavaScript
mit
343
declare var _default: "// External\nvec4 sampleData(vec4 xyzw);\n\nvec4 lerpItems(vec4 xyzw) {\n float x = xyzw.w;\n float i = floor(x);\n float f = x - i;\n \n vec4 xyzw1 = vec4(xyzw.xyz, i);\n vec4 xyzw2 = vec4(xyzw.xyz, i + 1.0);\n \n vec4 a = sampleData(xyzw1);\n vec4 b = sampleData(xyzw2);\n\n return mix(a, b, f);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/lerp.items.d.ts
TypeScript
mit
365
export default /* glsl */ `// External vec4 sampleData(vec4 xyzw); vec4 lerpItems(vec4 xyzw) { float x = xyzw.w; float i = floor(x); float f = x - i; vec4 xyzw1 = vec4(xyzw.xyz, i); vec4 xyzw2 = vec4(xyzw.xyz, i + 1.0); vec4 a = sampleData(xyzw1); vec4 b = sampleData(xyzw2); return mix(a, b, f); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/lerp.items.js
JavaScript
mit
328
declare var _default: "// External\nvec4 sampleData(vec4 xyzw);\n\nvec4 lerpWidth(vec4 xyzw) {\n float x = xyzw.x;\n float i = floor(x);\n float f = x - i;\n \n vec4 xyzw1 = vec4(i, xyzw.yzw);\n vec4 xyzw2 = vec4(i + 1.0, xyzw.yzw);\n \n vec4 a = sampleData(xyzw1);\n vec4 b = sampleData(xyzw2);\n\n return mix(a, b, f);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/lerp.width.d.ts
TypeScript
mit
365
export default /* glsl */ `// External vec4 sampleData(vec4 xyzw); vec4 lerpWidth(vec4 xyzw) { float x = xyzw.x; float i = floor(x); float f = x - i; vec4 xyzw1 = vec4(i, xyzw.yzw); vec4 xyzw2 = vec4(i + 1.0, xyzw.yzw); vec4 a = sampleData(xyzw1); vec4 b = sampleData(xyzw2); return mix(a, b, f); } `;
cchudzicki/mathbox
build/esm/shaders/glsl/lerp.width.js
JavaScript
mit
328
export default /* glsl */ `// Units and calibration uniform float worldUnit; uniform float lineWidth; uniform float lineDepth; uniform float focusDepth; // General data index uniform vec4 geometryClip; attribute vec4 position4; // (Start/mid/end -1/0/1, top/bottom -1,1) attribute vec2 line; // 0...1 for round or bevel joins #ifdef LINE_JOIN_DETAIL attribute float joint; #else const float joint = 0.0; #endif // Knock out excessively long line segments (e.g. for asymtpotes) #ifdef LINE_PROXIMITY uniform float lineProximity; varying float vClipProximity; #endif // Ghetto line stroking (local only, not global) #ifdef LINE_STROKE varying float vClipStrokeWidth; varying float vClipStrokeIndex; varying vec3 vClipStrokeEven; varying vec3 vClipStrokeOdd; varying vec3 vClipStrokePosition; #endif // External vec3 getPosition(vec4 xyzw, float canonical); // Clip line ends for arrows / decoration #ifdef LINE_CLIP uniform float clipRange; uniform vec2 clipStyle; uniform float clipSpace; attribute vec2 strip; varying vec2 vClipEnds; void clipEnds(vec4 xyzw, vec3 center, vec3 pos) { // Sample end of line strip vec4 xyzwE = vec4(strip.y, xyzw.yzw); vec3 end = getPosition(xyzwE, 0.0); // Sample start of line strip vec4 xyzwS = vec4(strip.x, xyzw.yzw); vec3 start = getPosition(xyzwS, 0.0); // Measure length vec3 diff = end - start; float l = length(diff) * clipSpace; // Arrow length (=2.5x radius) float arrowSize = 1.25 * clipRange * lineWidth * worldUnit; vClipEnds = vec2(1.0); if (clipStyle.y > 0.0) { // Depth blend end float depth = focusDepth; if (lineDepth < 1.0) { float z = max(0.00001, -end.z); depth = mix(z, focusDepth, lineDepth); } // Absolute arrow length float size = arrowSize * depth; // Adjust clip range // Approach linear scaling with cubic ease the smaller we get float mini = clamp(1.0 - l / size * .333, 0.0, 1.0); float scale = 1.0 - mini * mini * mini; float invrange = 1.0 / (size * scale); // Clip end diff = end - center; if(diff == vec3(0.0)) vClipEnds.x = -1.0; else { diff = normalize(end - center); float d = dot(end - pos, diff); vClipEnds.x = d * invrange - 1.0; } } if (clipStyle.x > 0.0) { // Depth blend start float depth = focusDepth; if (lineDepth < 1.0) { float z = max(0.00001, -start.z); depth = mix(z, focusDepth, lineDepth); } // Absolute arrow length float size = arrowSize * depth; // Adjust clip range // Approach linear scaling with cubic ease the smaller we get float mini = clamp(1.0 - l / size * .333, 0.0, 1.0); float scale = 1.0 - mini * mini * mini; float invrange = 1.0 / (size * scale); // Clip start diff = center - start; if(diff == vec3(0.0)) vClipEnds.y = -1.0; else { diff = normalize(center - start); float d = dot(pos - start, diff); vClipEnds.y = d * invrange - 1.0; } } } #endif // Adjust left/center/right to be inside near/far z range const float epsilon = 1e-5; void fixCenter(inout vec3 left, inout vec3 center, inout vec3 right) { if (center.z >= 0.0) { if (left.z < 0.0) { float d = (center.z + epsilon) / (center.z - left.z); center = mix(center, left, d); } else if (right.z < 0.0) { float d = (center.z + epsilon) / (center.z - right.z); center = mix(center, right, d); } } if (left.z >= 0.0) { if (center.z < 0.0) { float d = (left.z + epsilon) / (left.z - center.z); left = mix(left, center, d); } } if (right.z >= 0.0) { if (center.z < 0.0) { float d = (right.z + epsilon) / (right.z - center.z); right = mix(right, center, d); } } } // Sample the source data in an edge-aware manner void getLineGeometry(vec4 xyzw, float edge, out vec3 left, out vec3 center, out vec3 right) { vec4 delta = vec4(1.0, 0.0, 0.0, 0.0); center = getPosition(xyzw, 1.0); left = (edge > -0.5) ? getPosition(xyzw - delta, 0.0) : center; right = (edge < 0.5) ? getPosition(xyzw + delta, 0.0) : center; } // Calculate the position for a vertex along the line, including joins vec3 getLineJoin(float edge, bool odd, vec3 left, vec3 center, vec3 right, float width, float offset, float joint) { vec2 join = vec2(1.0, 0.0); fixCenter(left, center, right); vec4 a = vec4(left.xy, right.xy); vec4 b = a / vec4(left.zz, right.zz); vec2 l = b.xy; vec2 r = b.zw; vec2 c = center.xy / center.z; vec4 d = vec4(l, c) - vec4(c, r); float l1 = dot(d.xy, d.xy); float l2 = dot(d.zw, d.zw); if (l1 + l2 > 0.0) { if (edge > 0.5 || l2 == 0.0) { vec2 nl = normalize(d.xy); vec2 tl = vec2(nl.y, -nl.x); #ifdef LINE_PROXIMITY vClipProximity = 1.0; #endif #ifdef LINE_STROKE vClipStrokeEven = vClipStrokeOdd = normalize(left - center); #endif join = tl; } else if (edge < -0.5 || l1 == 0.0) { vec2 nr = normalize(d.zw); vec2 tr = vec2(nr.y, -nr.x); #ifdef LINE_PROXIMITY vClipProximity = 1.0; #endif #ifdef LINE_STROKE vClipStrokeEven = vClipStrokeOdd = normalize(center - right); #endif join = tr; } else { // Limit join stretch for tiny segments float lmin2 = min(l1, l2) / (width * width); // Hide line segment if ratio of leg lengths exceeds promixity threshold #ifdef LINE_PROXIMITY float lr = l1 / l2; float rl = l2 / l1; float ratio = max(lr, rl); float thresh = lineProximity + 1.0; vClipProximity = (ratio > thresh * thresh) ? 1.0 : 0.0; #endif // Calculate normals/tangents vec2 nl = normalize(d.xy); vec2 nr = normalize(d.zw); // Calculate tangents vec2 tl = vec2(nl.y, -nl.x); vec2 tr = vec2(nr.y, -nr.x); #ifdef LINE_PROXIMITY // Mix tangents according to leg lengths vec2 tc = normalize(mix(tl, tr, l1/(l1+l2))); #else // Average tangent vec2 tc = normalize(tl + tr); #endif // Miter join float cosA = dot(nl, tc); float sinA = max(0.1, abs(dot(tl, tc))); float factor = cosA / sinA; float scale = sqrt(1.0 + min(lmin2, factor * factor)); // Stroke normals #ifdef LINE_STROKE vec3 stroke1 = normalize(left - center); vec3 stroke2 = normalize(center - right); if (odd) { vClipStrokeEven = stroke1; vClipStrokeOdd = stroke2; } else { vClipStrokeEven = stroke2; vClipStrokeOdd = stroke1; } #endif #ifdef LINE_JOIN_MITER // Apply straight up miter join = tc * scale; #endif #ifdef LINE_JOIN_ROUND // Slerp bevel join into circular arc float dotProduct = dot(nl, nr); float angle = acos(dotProduct); float sinT = sin(angle); join = (sin((1.0 - joint) * angle) * tl + sin(joint * angle) * tr) / sinT; #endif #ifdef LINE_JOIN_BEVEL // Direct bevel join between two flat ends float dotProduct = dot(nl, nr); join = mix(tl, tr, joint); #endif #ifdef LINE_JOIN_DETAIL // Check if on inside or outside of joint float crossProduct = nl.x * nr.y - nl.y * nr.x; if (offset * crossProduct < 0.0) { // For near-180-degree bends, correct back to a miter to avoid discontinuities float ratio = clamp(-dotProduct * 2.0 - 1.0, 0.0, 1.0); // Otherwise collapse the inside vertices into one. join = mix(tc * scale, join, ratio * ratio * ratio); } #endif } return vec3(join, 0.0); } else { return vec3(0.0); } } // Calculate final line position vec3 getLinePosition() { vec3 left, center, right, join; // left/center/right float edge = line.x; // up/down float offset = line.y; // Clip data vec4 p = min(geometryClip, position4); edge += max(0.0, position4.x - geometryClip.x); // Get position + adjacent neighbours getLineGeometry(p, edge, left, center, right); #ifdef LINE_STROKE // Set parameters for line stroke fragment shader vClipStrokePosition = center; vClipStrokeIndex = p.x; bool odd = mod(p.x, 2.0) >= 1.0; #else bool odd = true; #endif // Divide line width up/down float width = lineWidth * 0.5; float depth = focusDepth; if (lineDepth < 1.0) { // Depth blending float z = max(0.00001, -center.z); depth = mix(z, focusDepth, lineDepth); } width *= depth; // Convert to world units width *= worldUnit; // Calculate line join join = getLineJoin(edge, odd, left, center, right, width, offset, joint); vec3 pos = center + join * offset * width; #ifdef LINE_STROKE vClipStrokeWidth = width; #endif #ifdef LINE_CLIP clipEnds(p, center, pos); #endif return pos; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/line.position.js
JavaScript
mit
8,760
declare var _default: "uniform vec2 dataResolution;\nuniform vec2 dataPointer;\n\nvec2 map2DData(vec2 xy) {\n return (xy + dataPointer) * dataResolution;\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/map.2d.data.d.ts
TypeScript
mit
187
export default /* glsl */ `uniform vec2 dataResolution; uniform vec2 dataPointer; vec2 map2DData(vec2 xy) { return (xy + dataPointer) * dataResolution; } `;
cchudzicki/mathbox
build/esm/shaders/glsl/map.2d.data.js
JavaScript
mit
160
declare var _default: "uniform vec2 dataResolution;\nuniform vec2 dataPointer;\n\nvec2 map2DData(vec2 xy) {\n return fract((xy + dataPointer) * dataResolution);\n}\n"; export default _default;
cchudzicki/mathbox
build/esm/shaders/glsl/map.2d.data.wrap.d.ts
TypeScript
mit
194