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import * as THREE from 'three';
import * as React from 'react';
import { shaderMaterial } from '../core/shaderMaterial.js';

const WireframeMaterialShaders = {
  uniforms: {
    strokeOpacity: 1,
    fillOpacity: 0.25,
    fillMix: 0,
    thickness: 0.05,
    colorBackfaces: false,
    dashInvert: true,
    dash: false,
    dashRepeats: 4,
    dashLength: 0.5,
    squeeze: false,
    squeezeMin: 0.2,
    squeezeMax: 1,
    stroke: /* @__PURE__ */new THREE.Color('#ff0000'),
    backfaceStroke: /* @__PURE__ */new THREE.Color('#0000ff'),
    fill: /* @__PURE__ */new THREE.Color('#00ff00')
  },
  vertex: /* glsl */`
	  attribute vec3 barycentric;
	
		varying vec3 v_edges_Barycentric;
		varying vec3 v_edges_Position;

		void initWireframe() {
			v_edges_Barycentric = barycentric;
			v_edges_Position = position.xyz;
		}
	  `,
  fragment: /* glsl */`
		#ifndef PI
	  	#define PI 3.1415926535897932384626433832795
		#endif
  
	  varying vec3 v_edges_Barycentric;
	  varying vec3 v_edges_Position;
  
	  uniform float strokeOpacity;
	  uniform float fillOpacity;
	  uniform float fillMix;
	  uniform float thickness;
	  uniform bool colorBackfaces;
  
	  // Dash
	  uniform bool dashInvert;
	  uniform bool dash;
	  uniform bool dashOnly;
	  uniform float dashRepeats;
	  uniform float dashLength;
  
	  // Squeeze
	  uniform bool squeeze;
	  uniform float squeezeMin;
	  uniform float squeezeMax;
  
	  // Colors
	  uniform vec3 stroke;
	  uniform vec3 backfaceStroke;
	  uniform vec3 fill;
  
	  // This is like
	  float wireframe_aastep(float threshold, float dist) {
		  float afwidth = fwidth(dist) * 0.5;
		  return smoothstep(threshold - afwidth, threshold + afwidth, dist);
	  }
  
	  float wireframe_map(float value, float min1, float max1, float min2, float max2) {
		  return min2 + (value - min1) * (max2 - min2) / (max1 - min1);
	  }
  
	  float getWireframe() {
			vec3 barycentric = v_edges_Barycentric;
		
			// Distance from center of each triangle to its edges.
			float d = min(min(barycentric.x, barycentric.y), barycentric.z);

			// for dashed rendering, we can use this to get the 0 .. 1 value of the line length
			float positionAlong = max(barycentric.x, barycentric.y);
			if (barycentric.y < barycentric.x && barycentric.y < barycentric.z) {
				positionAlong = 1.0 - positionAlong;
			}

			// the thickness of the stroke
			float computedThickness = wireframe_map(thickness, 0.0, 1.0, 0.0, 0.34);

			// if we want to shrink the thickness toward the center of the line segment
			if (squeeze) {
				computedThickness *= mix(squeezeMin, squeezeMax, (1.0 - sin(positionAlong * PI)));
			}

			// Create dash pattern
			if (dash) {
				// here we offset the stroke position depending on whether it
				// should overlap or not
				float offset = 1.0 / dashRepeats * dashLength / 2.0;
				if (!dashInvert) {
					offset += 1.0 / dashRepeats / 2.0;
				}

				// if we should animate the dash or not
				// if (dashAnimate) {
				// 	offset += time * 0.22;
				// }

				// create the repeating dash pattern
				float pattern = fract((positionAlong + offset) * dashRepeats);
				computedThickness *= 1.0 - wireframe_aastep(dashLength, pattern);
			}

			// compute the anti-aliased stroke edge  
			float edge = 1.0 - wireframe_aastep(computedThickness, d);

			return edge;
	  }
	  `
};
const WireframeMaterial = /* @__PURE__ */shaderMaterial(WireframeMaterialShaders.uniforms, WireframeMaterialShaders.vertex + /* glsl */`
  	void main() {
		initWireframe();
		gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
	}
  `, WireframeMaterialShaders.fragment + /* glsl */`
  void main () {
		// Compute color

		float edge = getWireframe();
		vec4 colorStroke = vec4(stroke, edge);

		#ifdef FLIP_SIDED
			colorStroke.rgb = backfaceStroke;
		#endif
    
		vec4 colorFill = vec4(fill, fillOpacity);
		vec4 outColor = mix(colorFill, colorStroke, edge * strokeOpacity);

		gl_FragColor = outColor;
	}
  `);
function setWireframeOverride(material, uniforms) {
  material.onBeforeCompile = shader => {
    shader.uniforms = {
      ...shader.uniforms,
      ...uniforms
    };
    shader.vertexShader = shader.vertexShader.replace('void main() {', `
		  ${WireframeMaterialShaders.vertex}
		  void main() {
			initWireframe();
		`);
    shader.fragmentShader = shader.fragmentShader.replace('void main() {', `
		  ${WireframeMaterialShaders.fragment}
		  void main() {
		`);
    shader.fragmentShader = shader.fragmentShader.replace('#include <color_fragment>', /* glsl */`
		  #include <color_fragment>
			  float edge = getWireframe();
		  vec4 colorStroke = vec4(stroke, edge);
		  #ifdef FLIP_SIDED
			colorStroke.rgb = backfaceStroke;
		  #endif
		  vec4 colorFill = vec4(mix(diffuseColor.rgb, fill, fillMix), mix(diffuseColor.a, fillOpacity, fillMix));
		  vec4 outColor = mix(colorFill, colorStroke, edge * strokeOpacity);

		  diffuseColor.rgb = outColor.rgb;
		  diffuseColor.a *= outColor.a;
		`);
  };
  material.side = THREE.DoubleSide;
  material.transparent = true;
}
function useWireframeUniforms(uniforms, props) {
  React.useEffect(() => {
    var _props$fillOpacity;
    return void (uniforms.fillOpacity.value = (_props$fillOpacity = props.fillOpacity) !== null && _props$fillOpacity !== void 0 ? _props$fillOpacity : uniforms.fillOpacity.value);
  }, [props.fillOpacity]);
  React.useEffect(() => {
    var _props$fillMix;
    return void (uniforms.fillMix.value = (_props$fillMix = props.fillMix) !== null && _props$fillMix !== void 0 ? _props$fillMix : uniforms.fillMix.value);
  }, [props.fillMix]);
  React.useEffect(() => {
    var _props$strokeOpacity;
    return void (uniforms.strokeOpacity.value = (_props$strokeOpacity = props.strokeOpacity) !== null && _props$strokeOpacity !== void 0 ? _props$strokeOpacity : uniforms.strokeOpacity.value);
  }, [props.strokeOpacity]);
  React.useEffect(() => {
    var _props$thickness;
    return void (uniforms.thickness.value = (_props$thickness = props.thickness) !== null && _props$thickness !== void 0 ? _props$thickness : uniforms.thickness.value);
  }, [props.thickness]);
  React.useEffect(() => void (uniforms.colorBackfaces.value = !!props.colorBackfaces), [props.colorBackfaces]);
  React.useEffect(() => void (uniforms.dash.value = !!props.dash), [props.dash]);
  React.useEffect(() => void (uniforms.dashInvert.value = !!props.dashInvert), [props.dashInvert]);
  React.useEffect(() => {
    var _props$dashRepeats;
    return void (uniforms.dashRepeats.value = (_props$dashRepeats = props.dashRepeats) !== null && _props$dashRepeats !== void 0 ? _props$dashRepeats : uniforms.dashRepeats.value);
  }, [props.dashRepeats]);
  React.useEffect(() => {
    var _props$dashLength;
    return void (uniforms.dashLength.value = (_props$dashLength = props.dashLength) !== null && _props$dashLength !== void 0 ? _props$dashLength : uniforms.dashLength.value);
  }, [props.dashLength]);
  React.useEffect(() => void (uniforms.squeeze.value = !!props.squeeze), [props.squeeze]);
  React.useEffect(() => {
    var _props$squeezeMin;
    return void (uniforms.squeezeMin.value = (_props$squeezeMin = props.squeezeMin) !== null && _props$squeezeMin !== void 0 ? _props$squeezeMin : uniforms.squeezeMin.value);
  }, [props.squeezeMin]);
  React.useEffect(() => {
    var _props$squeezeMax;
    return void (uniforms.squeezeMax.value = (_props$squeezeMax = props.squeezeMax) !== null && _props$squeezeMax !== void 0 ? _props$squeezeMax : uniforms.squeezeMax.value);
  }, [props.squeezeMax]);
  React.useEffect(() => void (uniforms.stroke.value = props.stroke ? new THREE.Color(props.stroke) : uniforms.stroke.value), [props.stroke]);
  React.useEffect(() => void (uniforms.fill.value = props.fill ? new THREE.Color(props.fill) : uniforms.fill.value), [props.fill]);
  React.useEffect(() => void (uniforms.backfaceStroke.value = props.backfaceStroke ? new THREE.Color(props.backfaceStroke) : uniforms.backfaceStroke.value), [props.backfaceStroke]);
}

export { WireframeMaterial, WireframeMaterialShaders, setWireframeOverride, useWireframeUniforms };