three-gpu-pathtracer 0.0.2 → 0.0.5

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.
Files changed (38) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +728 -597
  3. package/build/index.module.js +3585 -1739
  4. package/build/index.module.js.map +1 -1
  5. package/build/index.umd.cjs +3589 -1739
  6. package/build/index.umd.cjs.map +1 -1
  7. package/package.json +60 -61
  8. package/src/core/DynamicPathTracingSceneGenerator.js +17 -11
  9. package/src/core/EquirectCamera.js +13 -0
  10. package/src/core/MaterialReducer.js +256 -256
  11. package/src/core/PathTracingRenderer.js +143 -28
  12. package/src/core/PathTracingSceneGenerator.js +68 -52
  13. package/src/core/PhysicalCamera.js +28 -28
  14. package/src/index.js +26 -23
  15. package/src/materials/AlphaDisplayMaterial.js +48 -0
  16. package/src/materials/AmbientOcclusionMaterial.js +197 -197
  17. package/src/materials/BlendMaterial.js +67 -0
  18. package/src/materials/LambertPathTracingMaterial.js +285 -285
  19. package/src/materials/MaterialBase.js +56 -56
  20. package/src/materials/PhysicalPathTracingMaterial.js +848 -420
  21. package/src/shader/shaderEnvMapSampling.js +59 -0
  22. package/src/shader/shaderGGXFunctions.js +108 -107
  23. package/src/shader/shaderLightSampling.js +87 -0
  24. package/src/shader/shaderMaterialSampling.js +501 -333
  25. package/src/shader/shaderStructs.js +191 -42
  26. package/src/shader/shaderUtils.js +287 -191
  27. package/src/uniforms/EquirectHdrInfoUniform.js +263 -0
  28. package/src/uniforms/LightsTexture.js +83 -0
  29. package/src/uniforms/MaterialsTexture.js +319 -0
  30. package/src/uniforms/PhysicalCameraUniform.js +36 -36
  31. package/src/uniforms/RenderTarget2DArray.js +93 -80
  32. package/src/utils/BlurredEnvMapGenerator.js +113 -0
  33. package/src/utils/GeometryPreparationUtils.js +2 -8
  34. package/src/utils/UVUnwrapper.js +101 -101
  35. package/src/workers/PathTracingSceneWorker.js +41 -40
  36. package/src/uniforms/EquirectPdfUniform.js +0 -132
  37. package/src/uniforms/MaterialStructArrayUniform.js +0 -18
  38. package/src/uniforms/MaterialStructUniform.js +0 -114
@@ -1,285 +1,285 @@
1
- import { Matrix4, Color } from 'three';
2
- import { MaterialBase } from './MaterialBase.js';
3
- import {
4
- MeshBVHUniformStruct, FloatVertexAttributeTexture, UIntVertexAttributeTexture,
5
- shaderStructs, shaderIntersectFunction,
6
- } from 'three-mesh-bvh';
7
- import { shaderMaterialStructs } from '../shader/shaderStructs.js';
8
- import { shaderUtils } from '../shader/shaderUtils.js';
9
- import { MaterialStructArrayUniform } from '../uniforms/MaterialStructArrayUniform.js';
10
- import { RenderTarget2DArray } from '../uniforms/RenderTarget2DArray.js';
11
-
12
- export class LambertPathTracingMaterial extends MaterialBase {
13
-
14
- // three.js relies on this field to add env map functions and defines
15
- get envMap() {
16
-
17
- return this.environmentMap;
18
-
19
- }
20
-
21
- constructor( parameters ) {
22
-
23
- super( {
24
-
25
- transparent: true,
26
- depthWrite: false,
27
-
28
- defines: {
29
- BOUNCES: 3,
30
- MATERIAL_LENGTH: 0,
31
- GRADIENT_BG: 0,
32
- DISPLAY_FLOOR: 1,
33
- },
34
-
35
- uniforms: {
36
- bvh: { value: new MeshBVHUniformStruct() },
37
- normalAttribute: { value: new FloatVertexAttributeTexture() },
38
- tangentAttribute: { value: new FloatVertexAttributeTexture() },
39
- uvAttribute: { value: new FloatVertexAttributeTexture() },
40
- materialIndexAttribute: { value: new UIntVertexAttributeTexture() },
41
- materials: { value: new MaterialStructArrayUniform() },
42
- textures: { value: new RenderTarget2DArray().texture },
43
- cameraWorldMatrix: { value: new Matrix4() },
44
- invProjectionMatrix: { value: new Matrix4() },
45
- environmentBlur: { value: 0.2 },
46
- environmentIntensity: { value: 2.0 },
47
- environmentMap: { value: null },
48
- seed: { value: 0 },
49
- opacity: { value: 1 },
50
-
51
- gradientTop: { value: new Color( 0xbfd8ff ) },
52
- gradientBottom: { value: new Color( 0xffffff ) },
53
-
54
- bgGradientTop: { value: new Color( 0x111111 ) },
55
- bgGradientBottom: { value: new Color( 0x000000 ) },
56
-
57
- },
58
-
59
- vertexShader: /* glsl */`
60
-
61
- varying vec2 vUv;
62
- void main() {
63
-
64
- vec4 mvPosition = vec4( position, 1.0 );
65
- mvPosition = modelViewMatrix * mvPosition;
66
- gl_Position = projectionMatrix * mvPosition;
67
-
68
- vUv = uv;
69
-
70
- }
71
-
72
- `,
73
-
74
- fragmentShader: /* glsl */`
75
- #define RAY_OFFSET 1e-5
76
-
77
- precision highp isampler2D;
78
- precision highp usampler2D;
79
- precision highp sampler2DArray;
80
- vec4 envMapTexelToLinear( vec4 a ) { return a; }
81
- #include <common>
82
- #include <cube_uv_reflection_fragment>
83
-
84
- ${ shaderStructs }
85
- ${ shaderIntersectFunction }
86
- ${ shaderMaterialStructs }
87
- ${ shaderUtils }
88
-
89
- #ifdef USE_ENVMAP
90
-
91
- uniform float environmentBlur;
92
- uniform sampler2D environmentMap;
93
-
94
- #else
95
-
96
- uniform vec3 gradientTop;
97
- uniform vec3 gradientBottom;
98
-
99
- #endif
100
-
101
- #if GRADIENT_BG
102
-
103
- uniform vec3 bgGradientTop;
104
- uniform vec3 bgGradientBottom;
105
-
106
- #endif
107
-
108
- uniform mat4 cameraWorldMatrix;
109
- uniform mat4 invProjectionMatrix;
110
- uniform sampler2D normalAttribute;
111
- uniform sampler2D tangentAttribute;
112
- uniform sampler2D uvAttribute;
113
- uniform usampler2D materialIndexAttribute;
114
- uniform BVH bvh;
115
- uniform float environmentIntensity;
116
- uniform int seed;
117
- uniform float opacity;
118
- uniform Material materials[ MATERIAL_LENGTH ];
119
- uniform sampler2DArray textures;
120
- varying vec2 vUv;
121
-
122
- void main() {
123
-
124
- rng_initialize( gl_FragCoord.xy, seed );
125
-
126
- // get [-1, 1] normalized device coordinates
127
- vec2 ndc = 2.0 * vUv - vec2( 1.0 );
128
- vec3 rayOrigin, rayDirection;
129
- ndcToCameraRay( ndc, cameraWorldMatrix, invProjectionMatrix, rayOrigin, rayDirection );
130
-
131
- // Lambertian render
132
- gl_FragColor = vec4( 0.0 );
133
-
134
- vec3 throughputColor = vec3( 1.0 );
135
-
136
- // hit results
137
- uvec4 faceIndices = uvec4( 0u );
138
- vec3 faceNormal = vec3( 0.0, 0.0, 1.0 );
139
- vec3 barycoord = vec3( 0.0 );
140
- float side = 1.0;
141
- float dist = 0.0;
142
- int i;
143
- for ( i = 0; i < BOUNCES; i ++ ) {
144
-
145
- if ( ! bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, faceNormal, barycoord, side, dist ) ) {
146
-
147
- #if GRADIENT_BG
148
-
149
- if ( i == 0 ) {
150
-
151
- rayDirection = normalize( rayDirection );
152
- float value = ( rayDirection.y + 1.0 ) / 2.0;
153
-
154
- value = pow( value, 2.0 );
155
-
156
- gl_FragColor = vec4( mix( bgGradientBottom, bgGradientTop, value ), 1.0 );
157
- break;
158
-
159
- }
160
-
161
- #endif
162
-
163
- #ifdef USE_ENVMAP
164
-
165
- vec3 skyColor = textureCubeUV( environmentMap, rayDirection, environmentBlur ).rgb;
166
-
167
- #else
168
-
169
- rayDirection = normalize( rayDirection );
170
- float value = ( rayDirection.y + 1.0 ) / 2.0;
171
- vec3 skyColor = mix( gradientBottom, gradientTop, value );
172
-
173
- #endif
174
-
175
- gl_FragColor += vec4( skyColor * throughputColor * environmentIntensity, 1.0 );
176
-
177
- break;
178
-
179
- }
180
-
181
-
182
- uint materialIndex = uTexelFetch1D( materialIndexAttribute, faceIndices.x ).r;
183
- Material material = materials[ materialIndex ];
184
-
185
- if ( material.opacity < rand() ) {
186
-
187
- vec3 point = rayOrigin + rayDirection * dist;
188
- rayOrigin += rayDirection * dist - faceNormal * RAY_OFFSET;
189
- throughputColor *= mix( vec3( 1.0 ), material.color, 0.5 * material.opacity );
190
-
191
- i --;
192
- continue;
193
-
194
- }
195
-
196
- // fetch the interpolated smooth normal
197
- vec3 normal = normalize( textureSampleBarycoord(
198
- normalAttribute,
199
- barycoord,
200
- faceIndices.xyz
201
- ).xyz );
202
-
203
- vec2 uv = textureSampleBarycoord( uvAttribute, barycoord, faceIndices.xyz ).xy;
204
-
205
- // emission
206
- vec3 emission = material.emissiveIntensity * material.emissive;
207
- if ( material.emissiveMap != - 1 ) {
208
-
209
- emission *= texture2D( textures, vec3( uv, material.emissiveMap ) ).xyz;
210
-
211
- }
212
-
213
- gl_FragColor.rgb += throughputColor * emission * max( side, 0.0 );
214
-
215
- // 1 / PI attenuation for physically correct lambert model
216
- // https://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/
217
- throughputColor *= 1.0 / PI;
218
-
219
- // albedo
220
- throughputColor *= material.color;
221
- if ( material.map != - 1 ) {
222
-
223
- throughputColor *= texture2D( textures, vec3( uv, material.map ) ).xyz;
224
-
225
- }
226
-
227
- // normal
228
- if ( material.normalMap != - 1 ) {
229
-
230
- vec4 tangentSample = textureSampleBarycoord(
231
- tangentAttribute,
232
- barycoord,
233
- faceIndices.xyz
234
- );
235
-
236
- // some provided tangents can be malformed (0, 0, 0) causing the normal to be degenerate
237
- // resulting in NaNs and slow path tracing.
238
- if ( length( tangentSample.xyz ) > 0.0 ) {
239
-
240
- vec3 tangent = normalize( tangentSample.xyz );
241
- vec3 bitangent = normalize( cross( normal, tangent ) * tangentSample.w );
242
- mat3 vTBN = mat3( tangent, bitangent, normal );
243
-
244
- vec3 texNormal = texture2D( textures, vec3( uv, material.normalMap ) ).xyz * 2.0 - 1.0;
245
- texNormal.xy *= material.normalScale;
246
- normal = vTBN * texNormal;
247
-
248
- }
249
-
250
- }
251
-
252
- normal *= side;
253
-
254
- // adjust the hit point by the surface normal by a factor of some offset and the
255
- // maximum component-wise value of the current point to accommodate floating point
256
- // error as values increase.
257
- vec3 point = rayOrigin + rayDirection * dist;
258
- vec3 absPoint = abs( point );
259
- float maxPoint = max( absPoint.x, max( absPoint.y, absPoint.z ) );
260
- rayOrigin = point + faceNormal * ( maxPoint + 1.0 ) * RAY_OFFSET;
261
- rayDirection = getHemisphereSample( normal, rand2() );
262
-
263
- // if the surface normal is skewed such that the outgoing vector can wind up underneath
264
- // the triangle surface then just consider it absorbed.
265
- if ( dot( rayDirection, faceNormal ) < 0.0 ) {
266
-
267
- break;
268
-
269
- }
270
-
271
- }
272
-
273
- gl_FragColor.a = opacity;
274
-
275
- }
276
-
277
- `
278
-
279
- } );
280
-
281
- this.setValues( parameters );
282
-
283
- }
284
-
285
- }
1
+ import { Matrix4, Color } from 'three';
2
+ import { MaterialBase } from './MaterialBase.js';
3
+ import {
4
+ MeshBVHUniformStruct, FloatVertexAttributeTexture, UIntVertexAttributeTexture,
5
+ shaderStructs, shaderIntersectFunction,
6
+ } from 'three-mesh-bvh';
7
+ import { shaderMaterialStructs } from '../shader/shaderStructs.js';
8
+ import { shaderUtils } from '../shader/shaderUtils.js';
9
+ import { MaterialStructArrayUniform } from '../uniforms/MaterialStructArrayUniform.js';
10
+ import { RenderTarget2DArray } from '../uniforms/RenderTarget2DArray.js';
11
+
12
+ export class LambertPathTracingMaterial extends MaterialBase {
13
+
14
+ // three.js relies on this field to add env map functions and defines
15
+ get envMap() {
16
+
17
+ return this.environmentMap;
18
+
19
+ }
20
+
21
+ constructor( parameters ) {
22
+
23
+ super( {
24
+
25
+ transparent: true,
26
+ depthWrite: false,
27
+
28
+ defines: {
29
+ BOUNCES: 3,
30
+ MATERIAL_LENGTH: 0,
31
+ GRADIENT_BG: 0,
32
+ DISPLAY_FLOOR: 1,
33
+ },
34
+
35
+ uniforms: {
36
+ bvh: { value: new MeshBVHUniformStruct() },
37
+ normalAttribute: { value: new FloatVertexAttributeTexture() },
38
+ tangentAttribute: { value: new FloatVertexAttributeTexture() },
39
+ uvAttribute: { value: new FloatVertexAttributeTexture() },
40
+ materialIndexAttribute: { value: new UIntVertexAttributeTexture() },
41
+ materials: { value: new MaterialStructArrayUniform() },
42
+ textures: { value: new RenderTarget2DArray().texture },
43
+ cameraWorldMatrix: { value: new Matrix4() },
44
+ invProjectionMatrix: { value: new Matrix4() },
45
+ environmentBlur: { value: 0.2 },
46
+ environmentIntensity: { value: 2.0 },
47
+ environmentMap: { value: null },
48
+ seed: { value: 0 },
49
+ opacity: { value: 1 },
50
+
51
+ gradientTop: { value: new Color( 0xbfd8ff ) },
52
+ gradientBottom: { value: new Color( 0xffffff ) },
53
+
54
+ bgGradientTop: { value: new Color( 0x111111 ) },
55
+ bgGradientBottom: { value: new Color( 0x000000 ) },
56
+
57
+ },
58
+
59
+ vertexShader: /* glsl */`
60
+
61
+ varying vec2 vUv;
62
+ void main() {
63
+
64
+ vec4 mvPosition = vec4( position, 1.0 );
65
+ mvPosition = modelViewMatrix * mvPosition;
66
+ gl_Position = projectionMatrix * mvPosition;
67
+
68
+ vUv = uv;
69
+
70
+ }
71
+
72
+ `,
73
+
74
+ fragmentShader: /* glsl */`
75
+ #define RAY_OFFSET 1e-5
76
+
77
+ precision highp isampler2D;
78
+ precision highp usampler2D;
79
+ precision highp sampler2DArray;
80
+ vec4 envMapTexelToLinear( vec4 a ) { return a; }
81
+ #include <common>
82
+ #include <cube_uv_reflection_fragment>
83
+
84
+ ${ shaderStructs }
85
+ ${ shaderIntersectFunction }
86
+ ${ shaderMaterialStructs }
87
+ ${ shaderUtils }
88
+
89
+ #ifdef USE_ENVMAP
90
+
91
+ uniform float environmentBlur;
92
+ uniform sampler2D environmentMap;
93
+
94
+ #else
95
+
96
+ uniform vec3 gradientTop;
97
+ uniform vec3 gradientBottom;
98
+
99
+ #endif
100
+
101
+ #if GRADIENT_BG
102
+
103
+ uniform vec3 bgGradientTop;
104
+ uniform vec3 bgGradientBottom;
105
+
106
+ #endif
107
+
108
+ uniform mat4 cameraWorldMatrix;
109
+ uniform mat4 invProjectionMatrix;
110
+ uniform sampler2D normalAttribute;
111
+ uniform sampler2D tangentAttribute;
112
+ uniform sampler2D uvAttribute;
113
+ uniform usampler2D materialIndexAttribute;
114
+ uniform BVH bvh;
115
+ uniform float environmentIntensity;
116
+ uniform int seed;
117
+ uniform float opacity;
118
+ uniform Material materials[ MATERIAL_LENGTH ];
119
+ uniform sampler2DArray textures;
120
+ varying vec2 vUv;
121
+
122
+ void main() {
123
+
124
+ rng_initialize( gl_FragCoord.xy, seed );
125
+
126
+ // get [-1, 1] normalized device coordinates
127
+ vec2 ndc = 2.0 * vUv - vec2( 1.0 );
128
+ vec3 rayOrigin, rayDirection;
129
+ ndcToCameraRay( ndc, cameraWorldMatrix, invProjectionMatrix, rayOrigin, rayDirection );
130
+
131
+ // Lambertian render
132
+ gl_FragColor = vec4( 0.0 );
133
+
134
+ vec3 throughputColor = vec3( 1.0 );
135
+
136
+ // hit results
137
+ uvec4 faceIndices = uvec4( 0u );
138
+ vec3 faceNormal = vec3( 0.0, 0.0, 1.0 );
139
+ vec3 barycoord = vec3( 0.0 );
140
+ float side = 1.0;
141
+ float dist = 0.0;
142
+ int i;
143
+ for ( i = 0; i < BOUNCES; i ++ ) {
144
+
145
+ if ( ! bvhIntersectFirstHit( bvh, rayOrigin, rayDirection, faceIndices, faceNormal, barycoord, side, dist ) ) {
146
+
147
+ #if GRADIENT_BG
148
+
149
+ if ( i == 0 ) {
150
+
151
+ rayDirection = normalize( rayDirection );
152
+ float value = ( rayDirection.y + 1.0 ) / 2.0;
153
+
154
+ value = pow( value, 2.0 );
155
+
156
+ gl_FragColor = vec4( mix( bgGradientBottom, bgGradientTop, value ), 1.0 );
157
+ break;
158
+
159
+ }
160
+
161
+ #endif
162
+
163
+ #ifdef USE_ENVMAP
164
+
165
+ vec3 skyColor = textureCubeUV( environmentMap, rayDirection, environmentBlur ).rgb;
166
+
167
+ #else
168
+
169
+ rayDirection = normalize( rayDirection );
170
+ float value = ( rayDirection.y + 1.0 ) / 2.0;
171
+ vec3 skyColor = mix( gradientBottom, gradientTop, value );
172
+
173
+ #endif
174
+
175
+ gl_FragColor += vec4( skyColor * throughputColor * environmentIntensity, 1.0 );
176
+
177
+ break;
178
+
179
+ }
180
+
181
+
182
+ uint materialIndex = uTexelFetch1D( materialIndexAttribute, faceIndices.x ).r;
183
+ Material material = materials[ materialIndex ];
184
+
185
+ if ( material.opacity < rand() ) {
186
+
187
+ vec3 point = rayOrigin + rayDirection * dist;
188
+ rayOrigin += rayDirection * dist - faceNormal * RAY_OFFSET;
189
+ throughputColor *= mix( vec3( 1.0 ), material.color, 0.5 * material.opacity );
190
+
191
+ i --;
192
+ continue;
193
+
194
+ }
195
+
196
+ // fetch the interpolated smooth normal
197
+ vec3 normal = normalize( textureSampleBarycoord(
198
+ normalAttribute,
199
+ barycoord,
200
+ faceIndices.xyz
201
+ ).xyz );
202
+
203
+ vec2 uv = textureSampleBarycoord( uvAttribute, barycoord, faceIndices.xyz ).xy;
204
+
205
+ // emission
206
+ vec3 emission = material.emissiveIntensity * material.emissive;
207
+ if ( material.emissiveMap != - 1 ) {
208
+
209
+ emission *= texture2D( textures, vec3( uv, material.emissiveMap ) ).xyz;
210
+
211
+ }
212
+
213
+ gl_FragColor.rgb += throughputColor * emission * max( side, 0.0 );
214
+
215
+ // 1 / PI attenuation for physically correct lambert model
216
+ // https://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/
217
+ throughputColor *= 1.0 / PI;
218
+
219
+ // albedo
220
+ throughputColor *= material.color;
221
+ if ( material.map != - 1 ) {
222
+
223
+ throughputColor *= texture2D( textures, vec3( uv, material.map ) ).xyz;
224
+
225
+ }
226
+
227
+ // normal
228
+ if ( material.normalMap != - 1 ) {
229
+
230
+ vec4 tangentSample = textureSampleBarycoord(
231
+ tangentAttribute,
232
+ barycoord,
233
+ faceIndices.xyz
234
+ );
235
+
236
+ // some provided tangents can be malformed (0, 0, 0) causing the normal to be degenerate
237
+ // resulting in NaNs and slow path tracing.
238
+ if ( length( tangentSample.xyz ) > 0.0 ) {
239
+
240
+ vec3 tangent = normalize( tangentSample.xyz );
241
+ vec3 bitangent = normalize( cross( normal, tangent ) * tangentSample.w );
242
+ mat3 vTBN = mat3( tangent, bitangent, normal );
243
+
244
+ vec3 texNormal = texture2D( textures, vec3( uv, material.normalMap ) ).xyz * 2.0 - 1.0;
245
+ texNormal.xy *= material.normalScale;
246
+ normal = vTBN * texNormal;
247
+
248
+ }
249
+
250
+ }
251
+
252
+ normal *= side;
253
+
254
+ // adjust the hit point by the surface normal by a factor of some offset and the
255
+ // maximum component-wise value of the current point to accommodate floating point
256
+ // error as values increase.
257
+ vec3 point = rayOrigin + rayDirection * dist;
258
+ vec3 absPoint = abs( point );
259
+ float maxPoint = max( absPoint.x, max( absPoint.y, absPoint.z ) );
260
+ rayOrigin = point + faceNormal * ( maxPoint + 1.0 ) * RAY_OFFSET;
261
+ rayDirection = getHemisphereSample( normal, rand2() );
262
+
263
+ // if the surface normal is skewed such that the outgoing vector can wind up underneath
264
+ // the triangle surface then just consider it absorbed.
265
+ if ( dot( rayDirection, faceNormal ) < 0.0 ) {
266
+
267
+ break;
268
+
269
+ }
270
+
271
+ }
272
+
273
+ gl_FragColor.a = opacity;
274
+
275
+ }
276
+
277
+ `
278
+
279
+ } );
280
+
281
+ this.setValues( parameters );
282
+
283
+ }
284
+
285
+ }
@@ -1,56 +1,56 @@
1
- import { ShaderMaterial } from 'three';
2
-
3
- export class MaterialBase extends ShaderMaterial {
4
-
5
- constructor( shader ) {
6
-
7
- super( shader );
8
-
9
- for ( const key in this.uniforms ) {
10
-
11
- Object.defineProperty( this, key, {
12
-
13
- get() {
14
-
15
- return this.uniforms[ key ].value;
16
-
17
- },
18
-
19
- set( v ) {
20
-
21
- this.uniforms[ key ].value = v;
22
-
23
- }
24
-
25
- } );
26
-
27
- }
28
-
29
- }
30
-
31
- // sets the given named define value and sets "needsUpdate" to true if it's different
32
- setDefine( name, value = undefined ) {
33
-
34
- if ( value === undefined || value === null ) {
35
-
36
- if ( name in this.defines ) {
37
-
38
- delete this.defines[ name ];
39
- this.needsUpdate = true;
40
-
41
- }
42
-
43
- } else {
44
-
45
- if ( this.defines[ name ] !== value ) {
46
-
47
- this.defines[ name ] = value;
48
- this.needsUpdate = true;
49
-
50
- }
51
-
52
- }
53
-
54
- }
55
-
56
- }
1
+ import { ShaderMaterial } from 'three';
2
+
3
+ export class MaterialBase extends ShaderMaterial {
4
+
5
+ constructor( shader ) {
6
+
7
+ super( shader );
8
+
9
+ for ( const key in this.uniforms ) {
10
+
11
+ Object.defineProperty( this, key, {
12
+
13
+ get() {
14
+
15
+ return this.uniforms[ key ].value;
16
+
17
+ },
18
+
19
+ set( v ) {
20
+
21
+ this.uniforms[ key ].value = v;
22
+
23
+ }
24
+
25
+ } );
26
+
27
+ }
28
+
29
+ }
30
+
31
+ // sets the given named define value and sets "needsUpdate" to true if it's different
32
+ setDefine( name, value = undefined ) {
33
+
34
+ if ( value === undefined || value === null ) {
35
+
36
+ if ( name in this.defines ) {
37
+
38
+ delete this.defines[ name ];
39
+ this.needsUpdate = true;
40
+
41
+ }
42
+
43
+ } else {
44
+
45
+ if ( this.defines[ name ] !== value ) {
46
+
47
+ this.defines[ name ] = value;
48
+ this.needsUpdate = true;
49
+
50
+ }
51
+
52
+ }
53
+
54
+ }
55
+
56
+ }