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feat: introduce
MeshWobbleMaterial
(#63)
This PR introduces `MeshWobbleMaterial` - Add `MeshWobbleMaterial` and its story - Adjust `MeshDistortMaterial` to expose a parameters interface
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@@ -0,0 +1,76 @@ | ||
import * as THREE from 'three' | ||
import { Setup } from '../Setup' | ||
import GUI from 'lil-gui' | ||
import { Meta } from '@storybook/html' | ||
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls' | ||
import { MeshWobbleMaterial } from '../../src/materials/MeshWobbleMaterial' | ||
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export default { | ||
title: 'Shaders/MeshWobbleMaterial', | ||
} as Meta // TODO: this should be `satisfies Meta` but commit hooks lag behind TS | ||
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let gui: GUI, materialGuiFolder: GUI | ||
let scene: THREE.Scene, | ||
camera: THREE.PerspectiveCamera, | ||
renderer: THREE.WebGLRenderer, | ||
animateLoop: (arg0: (time: number) => void) => void, | ||
meshWobbleMaterial: MeshWobbleMaterial | ||
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export const MWMStory = async () => { | ||
const setupResult = Setup() | ||
scene = setupResult.scene | ||
camera = setupResult.camera | ||
renderer = setupResult.renderer | ||
animateLoop = setupResult.render | ||
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gui = new GUI({ title: MWMStory.storyName }) | ||
camera.position.set(0, 0, 5) | ||
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const controls = new OrbitControls(camera, renderer.domElement) | ||
controls.update() | ||
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const ambientLight = new THREE.AmbientLight() | ||
scene.add(ambientLight) | ||
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const dirLight = new THREE.DirectionalLight(0xabcdef, 10) | ||
dirLight.position.set(1, 20, 1) | ||
dirLight.castShadow = true | ||
dirLight.shadow.mapSize.width = 1024 | ||
dirLight.shadow.mapSize.height = 1024 | ||
scene.add(dirLight) | ||
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setupMeshWobbleMaterial() | ||
} | ||
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async function setupMeshWobbleMaterial() { | ||
const geometry = new THREE.TorusGeometry(1, 0.25, 16, 100) | ||
meshWobbleMaterial = new MeshWobbleMaterial({ color: '#f25042', factor: 0.75 }) | ||
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const mesh = new THREE.Mesh(geometry, meshWobbleMaterial) | ||
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scene.add(mesh) | ||
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createMeshWobbleGUI() | ||
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animateLoop((time) => { | ||
meshWobbleMaterial.time = time * 0.0025 | ||
}) | ||
} | ||
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/** | ||
* Create gui for material properties | ||
*/ | ||
function createMeshWobbleGUI() { | ||
if (materialGuiFolder) { | ||
materialGuiFolder.destroy() | ||
} | ||
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const matProps = gui.addFolder('MeshWobbleMaterial id: ' + meshWobbleMaterial.id) | ||
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matProps.addColor(meshWobbleMaterial, 'color') | ||
matProps.add(meshWobbleMaterial._factor, 'value').min(0.5).max(4).step(0.1).name('factor') | ||
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materialGuiFolder = matProps | ||
} | ||
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MWMStory.storyName = 'Torus' |
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Original file line number | Diff line number | Diff line change |
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@@ -2,17 +2,28 @@ import { IUniform, MeshPhysicalMaterial, MeshPhysicalMaterialParameters } from ' | |
// @ts-ignore | ||
import distort from '../helpers/glsl/distort.vert.glsl' | ||
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export interface MeshDistortMaterialParameters { | ||
time?: number | ||
distort?: number | ||
radius?: number | ||
} | ||
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export class MeshDistortMaterial extends MeshPhysicalMaterial { | ||
_time: IUniform<number> | ||
_distort: IUniform<number> | ||
_radius: IUniform<number> | ||
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constructor(parameters: MeshPhysicalMaterialParameters = {}) { | ||
constructor({ | ||
time = 0, | ||
distort = 0.4, | ||
radius = 1, | ||
...parameters | ||
}: MeshDistortMaterialParameters & MeshPhysicalMaterialParameters = {}) { | ||
super(parameters) | ||
this.setValues(parameters) | ||
this._time = { value: 0 } | ||
this._distort = { value: 0.4 } | ||
this._radius = { value: 1 } | ||
this._time = { value: time } | ||
this._distort = { value: distort } | ||
this._radius = { value: radius } | ||
} | ||
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// FIXME Use `THREE.WebGLProgramParametersWithUniforms` type when able to target @types/[email protected] | ||
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Original file line number | Diff line number | Diff line change |
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import { IUniform, MeshStandardMaterial, MeshStandardMaterialParameters } from 'three' | ||
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export interface MeshWobbleMaterialParameters { | ||
time?: number | ||
factor?: number | ||
} | ||
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export class MeshWobbleMaterial extends MeshStandardMaterial { | ||
_time: IUniform<number> | ||
_factor: IUniform<number> | ||
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constructor({ | ||
time = 0, | ||
factor = 1, | ||
...parameters | ||
}: MeshStandardMaterialParameters & MeshWobbleMaterialParameters = {}) { | ||
super(parameters) | ||
this.setValues(parameters) | ||
this._time = { value: time } | ||
this._factor = { value: factor } | ||
} | ||
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// FIXME Use `THREE.WebGLProgramParametersWithUniforms` type when able to target @types/[email protected] | ||
override onBeforeCompile(shader: { vertexShader: string; uniforms: { [uniform: string]: IUniform } }) { | ||
shader.uniforms['time'] = this._time | ||
shader.uniforms['factor'] = this._factor | ||
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shader.vertexShader = ` | ||
uniform float time; | ||
uniform float factor; | ||
${shader.vertexShader} | ||
` | ||
shader.vertexShader = shader.vertexShader.replace( | ||
'#include <begin_vertex>', | ||
`float theta = sin( time + position.y ) / 2.0 * factor; | ||
float c = cos( theta ); | ||
float s = sin( theta ); | ||
mat3 m = mat3( c, 0, s, 0, 1, 0, -s, 0, c ); | ||
vec3 transformed = vec3( position ) * m; | ||
vNormal = vNormal * m;` | ||
) | ||
} | ||
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get time() { | ||
return this._time.value | ||
} | ||
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set time(v) { | ||
this._time.value = v | ||
} | ||
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get factor() { | ||
return this._factor.value | ||
} | ||
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set factor(v) { | ||
this._factor.value = v | ||
} | ||
} |
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