@mirage-engine/painter 0.4.0 → 1.0.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +6 -0
- package/dist/mirage-painter.js +478 -192
- package/dist/mirage-painter.umd.js +127 -67
- package/dist/src/Box/BoxGenerator.d.ts +18 -0
- package/dist/src/Painter.d.ts +5 -3
- package/dist/src/Text/FontMetricsManager.d.ts +10 -0
- package/dist/src/Text/TextGenerator.d.ts +11 -0
- package/dist/src/index.d.ts +3 -2
- package/dist/src/shaders/index.d.ts +9 -0
- package/dist/src/tools/parser.d.ts +16 -0
- package/dist/src/types/common.d.ts +4 -0
- package/package.json +1 -1
- package/src/Box/BoxGenerator.ts +286 -0
- package/src/Painter.ts +30 -27
- package/src/Text/FontMetricsManager.ts +62 -0
- package/src/Text/TextGenerator.ts +123 -0
- package/src/env.d.ts +4 -0
- package/src/index.ts +4 -3
- package/src/shaders/base/box-fragment.glsl +129 -0
- package/src/shaders/base/box-vertex.glsl +7 -0
- package/src/shaders/chunk/base-color-chunk.glsl +2 -0
- package/src/shaders/chunk/decl-chunk.glsl +4 -0
- package/src/shaders/chunk/uv-chunk.glsl +3 -0
- package/src/shaders/index.ts +16 -0
- package/src/tools/parser.ts +148 -0
- package/src/types/common.ts +4 -1
- package/dist/src/BoxGenerator.d.ts +0 -4
- package/dist/src/TextGenerator.d.ts +0 -3
- package/dist/src/dev/devShader.d.ts +0 -5
- package/src/BoxGenerator.ts +0 -236
- package/src/TextGenerator.ts +0 -85
- package/src/dev/devShader.ts +0 -114
package/src/BoxGenerator.ts
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import * as THREE from "three";
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import { BoxStyles, ShaderHooks } from "./types";
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// [for dev]
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// import { glassHooks } from "./dev/devShader";
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function parsePixelValue(value: string | number): number {
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if (typeof value === "number") return value;
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return parseFloat(value) || 0;
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}
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function setBorderRadius(target: THREE.Vector4, radius: string) {
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if (!radius) {
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target.set(0, 0, 0, 0);
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return;
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}
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const arr = radius.split("/")[0].trim().split(/\s+/);
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const tl = parsePixelValue(arr[0]);
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const tr = parsePixelValue(arr[1] ?? arr[0]);
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const br = parsePixelValue(arr[2] ?? arr[0]);
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const bl = parsePixelValue(arr[3] ?? arr[1] ?? arr[0]);
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target.set(tl, tr, br, bl);
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}
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const vertexShader = /* glsl */ `
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varying vec2 vUv;
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varying vec4 vScreenPos;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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vScreenPos = gl_Position;
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}
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`;
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const fragmentShaderTemplate = /* glsl */ `
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varying vec2 vUv;
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uniform vec2 uSize;
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uniform vec4 uBorderRadius;
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uniform float uBorderWidth;
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uniform vec3 uBgColor;
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uniform vec3 uBorderColor;
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uniform float uOpacity;
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uniform float uBgOpacity;
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uniform float uBorderOpacity;
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#INJECT_DECLARATIONS
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float sdRoundedBox(vec2 p, vec2 b, float r) {
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vec2 q = abs(p) - b + r;
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return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r;
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}
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void main() {
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vec2 p = (vUv - 0.5) * uSize;
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vec2 halfSize = uSize * 0.5;
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#INJECT_UV_MODIFIER
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// color decision pipeline
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vec4 baseColor = vec4(uBgColor, uBgOpacity);
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#INJECT_BASE_COLOR
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// sdf shape pipeline
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vec2 xRadii = mix(uBorderRadius.xw, uBorderRadius.yz, step(0.0, p.x));
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float r = mix(xRadii.y, xRadii.x, step(0.0, p.y));
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float d = sdRoundedBox(p, halfSize, r);
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float aa = 1.0;
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float bgMask = 1.0 - smoothstep(0.0, aa, d);
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float halfBorder = uBorderWidth * 0.5;
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float borderD = abs(d + halfBorder) - halfBorder;
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float borderAlpha = (1.0 - smoothstep(0.0, aa, borderD)) * uBorderOpacity;
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if (uBorderWidth <= 0.01) {
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borderAlpha = 0.0;
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}
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// final blending (border + background)
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float aFront = borderAlpha;
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float aBack = baseColor.a;
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float aOut = aFront + aBack * (1.0 - aFront);
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float safeAlpha = max(aOut, 0.0001);
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vec3 cOut = (uBorderColor * aFront + baseColor.rgb * aBack * (1.0 - aFront)) / safeAlpha;
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vec4 finalColor = vec4(cOut, aOut);
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// final color control (Tint, Noise)
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#INJECT_COLOR_MODIFIER
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float finalOpacity = finalColor.a * bgMask * uOpacity;
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if (finalOpacity < 0.001) discard;
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gl_FragColor = vec4(finalColor.rgb, finalOpacity);
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#include <colorspace_fragment>
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}
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`;
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function parseColor(colorStr: string) {
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if (!colorStr || colorStr === "transparent") {
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return { color: new THREE.Color(0xffffff), alpha: 0.0 };
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}
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const rgbaMatch = colorStr.match(
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/rgba?\((\d+),\s*(\d+),\s*(\d+)(?:,\s*([\d.]+))?\)/,
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);
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if (rgbaMatch) {
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const r = parseInt(rgbaMatch[1], 10);
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const g = parseInt(rgbaMatch[2], 10);
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const b = parseInt(rgbaMatch[3], 10);
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const a = rgbaMatch[4] !== undefined ? parseFloat(rgbaMatch[4]) : 1.0;
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return { color: new THREE.Color(`rgb(${r}, ${g}, ${b})`), alpha: a };
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}
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return { color: new THREE.Color(colorStr), alpha: 1.0 };
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}
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export function createBoxMaterial(
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styles: BoxStyles,
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width: number,
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height: number,
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texture: THREE.Texture | null = null,
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hooks?: ShaderHooks,
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): THREE.ShaderMaterial {
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const hasTexture = texture !== null;
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// [for dev]
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// const activeHooks = hasTexture ? glassHooks : hooks;
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const declChunk = hasTexture
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? /* glsl */ `
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uniform sampler2D uTexture;
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varying vec4 vScreenPos;
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`
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: "";
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// [un dev]
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const uvChunk = hasTexture
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? /* glsl */ `
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vec2 screenUv = (vScreenPos.xy / vScreenPos.w) * 0.5 + 0.5;
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vec2 resultUv = screenUv;
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${hooks?.uvModifier || ""}
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`
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: "";
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// [for dev]
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// const uvChunk = hasTexture
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// ? /* glsl */ `
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// vec2 screenUv = (vScreenPos.xy / vScreenPos.w) * 0.5 + 0.5;
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// vec2 resultUv = screenUv;
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// ${activeHooks?.uvModifier || ""}
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// `
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// : "";
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const baseColorChunk = hasTexture
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? /* glsl */ `
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baseColor = texture2D(uTexture, resultUv);
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`
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: "";
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// [un dev]
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const colorModChunk = hooks?.colorModifier || "";
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// [for dev]
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// const colorModChunk = hasTexture
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// ? activeHooks?.colorModifier || ""
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// : hooks?.colorModifier || "";
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const fragmentShader = fragmentShaderTemplate
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.replace("#INJECT_DECLARATIONS", declChunk)
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.replace("#INJECT_UV_MODIFIER", uvChunk)
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.replace("#INJECT_BASE_COLOR", baseColorChunk)
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.replace("#INJECT_COLOR_MODIFIER", colorModChunk);
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// uniform setting
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const parsedBg = parseColor(styles.backgroundColor);
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const parsedBorder = parseColor(styles.borderColor);
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const uniforms = {
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uSize: { value: new THREE.Vector2(width, height) },
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uBorderRadius: { value: new THREE.Vector4(0, 0, 0, 0) },
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uBorderWidth: { value: parsePixelValue(styles.borderWidth) },
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uBgColor: { value: parsedBg.color },
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uBorderColor: { value: parsedBorder.color },
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uOpacity: { value: styles.opacity ?? 1.0 },
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uBgOpacity: { value: parsedBg.alpha },
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uBorderOpacity: { value: parsedBorder.alpha },
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uTexture: { value: null as THREE.Texture | null },
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};
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// border radius value initialize
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setBorderRadius(uniforms.uBorderRadius.value, styles.borderRadius);
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if (hasTexture) {
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uniforms.uTexture.value = texture;
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}
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const material = new THREE.ShaderMaterial({
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uniforms: uniforms,
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vertexShader: vertexShader,
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fragmentShader: fragmentShader,
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transparent: true,
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side: THREE.FrontSide, // for better performance
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});
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return material;
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}
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export function updateBoxMaterial(
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material: THREE.ShaderMaterial,
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styles: BoxStyles,
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width: number,
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height: number,
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texture?: THREE.Texture | null,
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) {
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const parsedBg = parseColor(styles.backgroundColor);
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const parsedBorder = parseColor(styles.borderColor);
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material.uniforms.uSize.value.set(width, height);
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// material.uniforms.uBorderRadius.value = parsePixelValue(styles.borderRadius);
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setBorderRadius(material.uniforms.uBorderRadius.value, styles.borderRadius);
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material.uniforms.uBorderWidth.value = parsePixelValue(styles.borderWidth);
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material.uniforms.uBgColor.value.copy(parsedBg.color);
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material.uniforms.uBorderColor.value.copy(parsedBorder.color);
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material.uniforms.uOpacity.value = styles.opacity ?? 1.0;
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material.uniforms.uBgOpacity.value = parsedBg.alpha;
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material.uniforms.uBorderOpacity.value = parsedBorder.alpha;
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if (material.uniforms.uTexture && texture !== undefined) {
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material.uniforms.uTexture.value = texture;
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}
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}
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package/src/TextGenerator.ts
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import * as THREE from "three";
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import { TextStyles } from "./types";
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function wrapText(
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ctx: CanvasRenderingContext2D,
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text: string,
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maxWidth: number
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): string[] {
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const forcedLines = text.split("\n");
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const resultLines: string[] = [];
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forcedLines.forEach((line) => {
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const words = line.split(" ");
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let currentLine = words[0];
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for (let i = 1; i < words.length; i++) {
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const word = words[i];
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const width = ctx.measureText(currentLine + " " + word).width;
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if (width < maxWidth) {
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currentLine += " " + word;
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} else {
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resultLines.push(currentLine);
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currentLine = word;
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}
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}
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resultLines.push(currentLine);
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});
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return resultLines;
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}
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export function createTextTexture(
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text: string,
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styles: TextStyles,
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rectWidth: number,
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rectHeight: number,
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qualityFactor: number = 2
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): THREE.CanvasTexture {
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const canvas = document.createElement("canvas");
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const ctx = canvas.getContext("2d");
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if (!ctx) {
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throw new Error("[Mirage] Failed to create canvas context");
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}
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// text Quality
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const pixelRatio = window.devicePixelRatio || 1;
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const scale = pixelRatio * qualityFactor;
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canvas.width = rectWidth * scale;
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canvas.height = rectHeight * scale;
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ctx.scale(scale, scale);
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ctx.font = styles.font;
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ctx.fillStyle = styles.color;
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ctx.textBaseline = "top";
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ctx.globalAlpha = 1;
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const lines = wrapText(ctx, text, rectWidth);
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const lineHeight = styles.lineHeight;
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lines.forEach((line, index) => {
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const y = index * lineHeight + 2;
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let x = 0;
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if (styles.textAlign === "center") {
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x = rectWidth / 2;
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} else if (styles.textAlign === "right") {
|
|
71
|
-
x = rectWidth;
|
|
72
|
-
}
|
|
73
|
-
ctx.textAlign = styles.textAlign as CanvasTextAlign;
|
|
74
|
-
|
|
75
|
-
ctx.fillText(line, x, y);
|
|
76
|
-
});
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|
77
|
-
|
|
78
|
-
const texture = new THREE.CanvasTexture(canvas);
|
|
79
|
-
texture.colorSpace = THREE.SRGBColorSpace;
|
|
80
|
-
texture.minFilter = THREE.LinearFilter;
|
|
81
|
-
texture.magFilter = THREE.LinearFilter;
|
|
82
|
-
texture.needsUpdate = true;
|
|
83
|
-
|
|
84
|
-
return texture;
|
|
85
|
-
}
|
package/src/dev/devShader.ts
DELETED
|
@@ -1,114 +0,0 @@
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|
|
1
|
-
export const isTraveler = true;
|
|
2
|
-
|
|
3
|
-
export const glassHooks = {
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|
4
|
-
uvModifier: /* glsl */ `
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|
5
|
-
// 1. 박스 크기에 비례한 두께감
|
|
6
|
-
// float thickness_uv = min(uSize.x, uSize.y) * 0.5;
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|
7
|
-
float thickness_uv = 25.0;
|
|
8
|
-
float index = 1.3; // 굴절률 (공기: 1.0, 유리: 1.5~1.9)
|
|
9
|
-
float base_height = thickness_uv * 1.5;
|
|
10
|
-
|
|
11
|
-
// 2. 로컬 SDF 계산 (p는 픽셀 단위)
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|
12
|
-
vec2 xRadii_uv = mix(uBorderRadius.xw, uBorderRadius.yz, step(0.0, p.x));
|
|
13
|
-
float r_uv = mix(xRadii_uv.y, xRadii_uv.x, step(0.0, p.y));
|
|
14
|
-
float d_uv = sdRoundedBox(p, halfSize, r_uv);
|
|
15
|
-
|
|
16
|
-
// 3. 3D 노말(Normal) 계산
|
|
17
|
-
float dx_uv = dFdx(d_uv);
|
|
18
|
-
float dy_uv = dFdy(d_uv);
|
|
19
|
-
if (abs(dx_uv) < 0.001 && abs(dy_uv) < 0.001) {
|
|
20
|
-
vec2 fallbackDir = normalize(p);
|
|
21
|
-
dx_uv = fallbackDir.x; dy_uv = fallbackDir.y;
|
|
22
|
-
}
|
|
23
|
-
float n_cos_uv = max(thickness_uv + d_uv, 0.0) / max(thickness_uv, 0.001);
|
|
24
|
-
float n_sin_uv = sqrt(max(1.0 - n_cos_uv * n_cos_uv, 0.0));
|
|
25
|
-
vec3 normal_uv = normalize(vec3(dx_uv * n_cos_uv, dy_uv * n_cos_uv, n_sin_uv));
|
|
26
|
-
|
|
27
|
-
// 4. Z 높이 계산
|
|
28
|
-
float h = 0.0;
|
|
29
|
-
if (d_uv < -thickness_uv) {
|
|
30
|
-
h = thickness_uv;
|
|
31
|
-
} else if (d_uv < 0.0) {
|
|
32
|
-
float x = thickness_uv + d_uv;
|
|
33
|
-
h = sqrt(max(thickness_uv * thickness_uv - x * x, 0.0));
|
|
34
|
-
}
|
|
35
|
-
|
|
36
|
-
// 5. 굴절(Refraction) 적용
|
|
37
|
-
vec3 incident = vec3(0.0, 0.0, -1.0);
|
|
38
|
-
vec3 refract_vec = refract(incident, normal_uv, 1.0 / index);
|
|
39
|
-
|
|
40
|
-
float denom = dot(vec3(0.0, 0.0, -1.0), refract_vec);
|
|
41
|
-
float refract_length = (h + base_height) / max(denom, 0.001);
|
|
42
|
-
|
|
43
|
-
// offsetPx는 '박스 내부의 픽셀 단위' 왜곡 거리입니다.
|
|
44
|
-
vec2 offsetPx = refract_vec.xy * refract_length;
|
|
45
|
-
|
|
46
|
-
// [다시 복구!] 큰 배경 텍스쳐를 자르기 위해 screenUv를 사용
|
|
47
|
-
// 화면 1픽셀이 전체 screenUv(0~1)에서 차지하는 비율을 편미분으로 동적 계산
|
|
48
|
-
vec2 pixelToUv = vec2(dFdx(screenUv.x), dFdy(screenUv.y));
|
|
49
|
-
if (abs(pixelToUv.x) < 0.000001) pixelToUv.x = 1.0 / 1920.0; // 안전 장치
|
|
50
|
-
if (abs(pixelToUv.y) < 0.000001) pixelToUv.y = 1.0 / 1080.0; // 안전 장치
|
|
51
|
-
|
|
52
|
-
// 픽셀 오프셋을 화면 UV 오프셋으로 변환
|
|
53
|
-
vec2 distortOffset = offsetPx * pixelToUv;
|
|
54
|
-
|
|
55
|
-
// vUv 대신 screenUv에서 왜곡값을 빼서 최종 배경 픽셀을 당겨옵니다.
|
|
56
|
-
resultUv = screenUv - distortOffset;
|
|
57
|
-
`,
|
|
58
|
-
|
|
59
|
-
// colorModifier: /* glsl */ `
|
|
60
|
-
// // float thickness_c = min(uSize.x, uSize.y) * 0.5;
|
|
61
|
-
// float thickness_c = 25.0;
|
|
62
|
-
// float dx_c = dFdx(d);
|
|
63
|
-
// float dy_c = dFdy(d);
|
|
64
|
-
// if (abs(dx_c) < 0.001 && abs(dy_c) < 0.001) {
|
|
65
|
-
// vec2 fallbackDir = normalize(p);
|
|
66
|
-
// dx_c = fallbackDir.x; dy_c = fallbackDir.y;
|
|
67
|
-
// }
|
|
68
|
-
// float n_cos_c = max(thickness_c + d, 0.0) / max(thickness_c, 0.001);
|
|
69
|
-
// float n_sin_c = sqrt(max(1.0 - n_cos_c * n_cos_c, 0.0));
|
|
70
|
-
// vec3 normal_c = normalize(vec3(dx_c * n_cos_c, dy_c * n_cos_c, n_sin_c));
|
|
71
|
-
|
|
72
|
-
// float edgeReflection = smoothstep(-5.0, 0.0, d) * smoothstep(0.0, -5.0, d);
|
|
73
|
-
// float fresnel = pow(1.0 - max(dot(normal_c, vec3(0.0, 0.0, 1.0)), 0.0), 3.0);
|
|
74
|
-
|
|
75
|
-
// finalColor.rgb += vec3(1.0) * (edgeReflection * 0.4 + fresnel * 0.5);
|
|
76
|
-
// `,
|
|
77
|
-
colorModifier: /* glsl */ `
|
|
78
|
-
// 1. 노말 계산 (기존과 동일)
|
|
79
|
-
float thickness_c = 25.0;
|
|
80
|
-
float dx_c = dFdx(d);
|
|
81
|
-
float dy_c = dFdy(d);
|
|
82
|
-
if (abs(dx_c) < 0.001 && abs(dy_c) < 0.001) {
|
|
83
|
-
vec2 fallbackDir = normalize(p);
|
|
84
|
-
dx_c = fallbackDir.x; dy_c = fallbackDir.y;
|
|
85
|
-
}
|
|
86
|
-
float n_cos_c = max(thickness_c + d, 0.0) / max(thickness_c, 0.001);
|
|
87
|
-
float n_sin_c = sqrt(max(1.0 - n_cos_c * n_cos_c, 0.0));
|
|
88
|
-
vec3 normal_c = normalize(vec3(dx_c * n_cos_c, dy_c * n_cos_c, n_sin_c));
|
|
89
|
-
|
|
90
|
-
// ==========================================
|
|
91
|
-
// [애플 스타일 리퀴드 글래스 틴트 & 질감 추가]
|
|
92
|
-
// ==========================================
|
|
93
|
-
|
|
94
|
-
// A. 틴트(Tint) 조작
|
|
95
|
-
// 밝은 테마라면 vec3(1.0), 어두운 테마라면 vec3(0.1) 등을 사용
|
|
96
|
-
vec3 tintColor = vec3(0.03, 0.03, 0.8);
|
|
97
|
-
float tintStrength = 0.3; // 틴트 강도 (0.1 ~ 0.3 사이 추천)
|
|
98
|
-
finalColor.rgb = mix(finalColor.rgb, tintColor, tintStrength);
|
|
99
|
-
|
|
100
|
-
// B. 프로스트 글래스 노이즈 (시각적 밀도감)
|
|
101
|
-
// vUv를 이용한 간단한 난수 생성으로 화면 픽셀 단위의 미세한 질감을 줌
|
|
102
|
-
float noise = fract(sin(dot(vUv, vec2(12.9898, 78.233))) * 43758.5453) * 2.0 - 1.0;
|
|
103
|
-
finalColor.rgb += noise * 0.01; // 노이즈 강도 (너무 강하면 지저분해짐)
|
|
104
|
-
|
|
105
|
-
// C. 프레넬(Fresnel) 및 날카로운 단면 반사광
|
|
106
|
-
float fresnel = pow(1.0 - max(dot(normal_c, vec3(0.0, 0.0, 1.0)), 0.0), 4.0);
|
|
107
|
-
|
|
108
|
-
// 기존의 두꺼운 15px 빛 맺힘 대신 1.5px~2px 수준의 예리한 테두리 하이라이트
|
|
109
|
-
float sharpEdge = smoothstep(-5.0, 0.0, d) * smoothstep(0.0, -5.0, d);
|
|
110
|
-
|
|
111
|
-
// 빛 합성 (테두리가 살짝 빛나며 유리 질감을 완성)
|
|
112
|
-
finalColor.rgb += vec3(1.0) * (sharpEdge * 0.6 + fresnel * 0.3);
|
|
113
|
-
`,
|
|
114
|
-
};
|