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feat: expose Caustics materials and types as public API
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This PR exposes Caustics materials and types as public API
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nartc committed Jul 15, 2024
1 parent 3823ad8 commit cf4f0e7
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27 changes: 27 additions & 0 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -378,6 +378,33 @@ export type CausticsType = {
}
```

##### Integrating with frontend frameworks

If you are using a frontend framework, the construction of `Caustics` effect by calling `Caustics()` _might not_ be enough due to how frameworks handle the component life-cycle, changes when props change, and content projection / rendering children.

To accommodate this use-case, `@pmndrs/vanilla` exports the following symbols to help you integrate the caustics effect with your frontend framework:

- `CausticsProjectionMaterial`: A material that projects the caustics onto the catcher plane.
- `CausticsMaterial`: A material that renders the caustics.
- `createCausticsUpdate`: A function that accepts an `updateParameters` function/getter and creates an `update` function for the caustics effect. This function should be called in the animation loop implementation of your framework, and `updateParameters` should return the latest value of the parameters based on your framework's state management.

```ts
export function createCausticsUpdate(
updateParameters: () => {
params: Omit<CausticsProps, 'color'>
scene: THREE.Scene
group: THREE.Group
camera: THREE.OrthographicCamera
plane: THREE.Mesh<PlaneGeometry, InstanceType<typeof CausticsProjectionMaterial>>
normalTarget: THREE.WebGLRenderTarget
normalTargetB: THREE.WebGLRenderTarget
causticsTarget: THREE.WebGLRenderTarget
causticsTargetB: THREE.WebGLRenderTarget
helper?: THREE.CameraHelper | null
}
): (gl: THREE.WebGLRenderer) => void
```

#### Cloud

[![storybook](https://img.shields.io/badge/-storybook-%23ff69b4)](https://pmndrs.github.io/drei-vanilla/?path=/story/staging-clouds--cloud-story)
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226 changes: 136 additions & 90 deletions src/core/Caustics.ts
Original file line number Diff line number Diff line change
Expand Up @@ -2,10 +2,11 @@ import * as THREE from 'three'
import { shaderMaterial } from './shaderMaterial'
import { FullScreenQuad } from 'three/examples/jsm/postprocessing/Pass'
import { useFBO } from './useFBO'
import { PlaneGeometry } from 'three'

const isVector3 = (object: any): object is THREE.Vector3 => object?.isVector3

type CausticsProjectionMaterialType = THREE.MeshNormalMaterial & {
export type CausticsProjectionMaterialType = THREE.MeshNormalMaterial & {
viewMatrix: { value?: THREE.Matrix4 }
color?: THREE.Color
causticsTexture?: THREE.Texture
Expand All @@ -14,7 +15,7 @@ type CausticsProjectionMaterialType = THREE.MeshNormalMaterial & {
lightViewMatrix?: THREE.Matrix4
}

type CausticsProps = {
export type CausticsProps = {
/** How many frames it will render, set it to Infinity for runtime, default: 1 */
frames?: number
/** Will display caustics only and skip the models, default: false */
Expand Down Expand Up @@ -60,15 +61,15 @@ function createNormalMaterial(side: THREE.Side = THREE.FrontSide) {
})
}

type CausticsProjectionShaderType = {
export type CausticsProjectionShaderType = {
causticsTexture?: THREE.Texture | null
causticsTextureB?: THREE.Texture | null
color?: THREE.Color
lightProjMatrix?: THREE.Matrix4
lightViewMatrix?: THREE.Matrix4
}

const CausticsProjectionMaterial = shaderMaterial<CausticsProjectionShaderType>(
export const CausticsProjectionMaterial = shaderMaterial<CausticsProjectionShaderType>(
{
causticsTexture: null,
causticsTextureB: null,
Expand Down Expand Up @@ -101,7 +102,7 @@ const CausticsProjectionMaterial = shaderMaterial<CausticsProjectionShaderType>(
}`
)

type CausticsMaterialType = {
export type CausticsMaterialType = {
cameraMatrixWorld: THREE.Matrix4
cameraProjectionMatrixInv: THREE.Matrix4
normalTexture: THREE.Texture | null
Expand All @@ -120,7 +121,7 @@ type CausticsMaterialType = {
intensity: number
}

const CausticsMaterial = shaderMaterial<CausticsMaterialType>(
export const CausticsMaterial = shaderMaterial<CausticsMaterialType>(
{
cameraMatrixWorld: new THREE.Matrix4(),
cameraProjectionMatrixInv: new THREE.Matrix4(),
Expand Down Expand Up @@ -277,86 +278,27 @@ export type CausticsType = {
causticsTargetB: THREE.WebGLRenderTarget
}

export const Caustics = (
renderer: THREE.WebGLRenderer,
{
frames = 1,
causticsOnly = false,
ior = 1.1,
backside = false,
backsideIOR = 1.1,
worldRadius = 0.3125,
color = new THREE.Color('white'),
intensity = 0.05,
resolution = 2024,
lightSource = new THREE.Vector3(1, 1, 1),
near = 0.1,
far = 0, // auto calculates if zero
}: CausticsProps = {}
): CausticsType => {
const params = {
frames,
ior,
color,
causticsOnly,
backside,
backsideIOR,
worldRadius,
intensity,
resolution,
lightSource,
near,
far,
export function createCausticsUpdate(
updateParameters: () => {
params: Omit<CausticsProps, 'color'>
scene: THREE.Scene
group: THREE.Group
camera: THREE.OrthographicCamera
plane: THREE.Mesh<PlaneGeometry, InstanceType<typeof CausticsProjectionMaterial>>
normalTarget: THREE.WebGLRenderTarget
normalTargetB: THREE.WebGLRenderTarget
causticsTarget: THREE.WebGLRenderTarget
causticsTargetB: THREE.WebGLRenderTarget
helper?: THREE.CameraHelper | null
}
const group = new THREE.Group()
group.name = 'caustics_group'
const ref = group

const camera = new THREE.OrthographicCamera()

const scene = new THREE.Scene()
scene.name = 'caustics_scene'

const gl = renderer

const helper = new THREE.CameraHelper(camera)
helper.name = 'caustics_helper'

// Buffers for front and back faces
const res = params.resolution
const normalTarget = useFBO(res, res, NORMALPROPS)
const normalTargetB = useFBO(res, res, NORMALPROPS)
const causticsTarget = useFBO(res, res, CAUSTICPROPS)
const causticsTargetB = useFBO(res, res, CAUSTICPROPS)
) {
// Normal materials for front and back faces
const normalMat = createNormalMaterial()
const normalMatB = createNormalMaterial(THREE.BackSide)
// The quad that catches the caustics
const causticsMaterial = new CausticsMaterial()
const causticsQuad = new FullScreenQuad(causticsMaterial)

const plane = new THREE.Mesh(
new THREE.PlaneGeometry(1, 1),
new CausticsProjectionMaterial({
transparent: true,
color: params.color,
causticsTexture: causticsTarget.texture,
causticsTextureB: causticsTargetB.texture,
blending: THREE.CustomBlending,
blendSrc: THREE.OneFactor,
blendDst: THREE.SrcAlphaFactor,
depthWrite: false,
})
)

plane.name = 'caustics_plane'
plane.rotation.x = -Math.PI / 2
plane.renderOrder = 2
group.add(scene, plane)
// scene.add(activeModel) //add glb to caustics scene
// mainObjects.add(group, helper) // add entire group to scene
group.updateWorldMatrix(false, true)

let count = 0

const v = new THREE.Vector3()
Expand All @@ -383,10 +325,26 @@ export const Caustics = (
lightDirs.push(new THREE.Vector3())
}

const update = () => {
if (params.frames === Infinity || count++ < params.frames) {
if (isVector3(lightSource)) lightDir.copy(lightSource).normalize()
else lightDir.copy(ref.worldToLocal(lightSource.getWorldPosition(v)).normalize())
return function update(gl: THREE.WebGLRenderer) {
const {
params,
helper,
camera,
plane,
normalTarget,
normalTargetB,
causticsTarget,
causticsTargetB,
scene,
group,
} = updateParameters()

if (params.frames === Infinity || (params.frames && count++ < params.frames)) {
if (isVector3(params.lightSource)) {
lightDir.copy(params.lightSource).normalize()
} else if (params.lightSource) {
lightDir.copy(group.worldToLocal(params.lightSource.getWorldPosition(v)).normalize())
}

lightDirInv.copy(lightDir).multiplyScalar(-1)

Expand Down Expand Up @@ -422,7 +380,7 @@ export const Caustics = (
camera.right = radius
camera.top = radius
camera.bottom = -radius
camera.near = params.near
if (params.near) camera.near = params.near
if (params.far) {
camera.far = params.far
} else {
Expand All @@ -449,7 +407,7 @@ export const Caustics = (
plane.scale.setScalar(maxSize)
plane.position.copy(centerPos)

if (helper.parent) helper.update()
if (helper?.parent) helper.update()

// Inject uniforms
normalMatB.viewMatrix.value = normalMat.viewMatrix.value = camera.matrixWorldInverse
Expand All @@ -467,10 +425,11 @@ export const Caustics = (

causticsMaterial.near = camera.near
causticsMaterial.far = camera.far
causticsMaterial.resolution = params.resolution
if (params.resolution) causticsMaterial.resolution = params.resolution
causticsMaterial.size = radius
causticsMaterial.intensity = params.intensity
causticsMaterial.worldRadius = params.worldRadius

if (params.intensity) causticsMaterial.intensity = params.intensity
if (params.worldRadius) causticsMaterial.worldRadius = params.worldRadius

// Switch the scene on
scene.visible = true
Expand All @@ -492,7 +451,7 @@ export const Caustics = (
// Remove the override material
scene.overrideMaterial = null
// Render front face caustics
causticsMaterial.ior = params.ior
if (params.ior) causticsMaterial.ior = params.ior
plane.material.lightProjMatrix = camera.projectionMatrix
plane.material.lightViewMatrix = camera.matrixWorldInverse
causticsMaterial.normalTexture = normalTarget.texture
Expand All @@ -502,7 +461,7 @@ export const Caustics = (
causticsQuad.render(gl)

// Render back face caustics, if enabled
causticsMaterial.ior = params.backsideIOR
if (params.backsideIOR) causticsMaterial.ior = params.backsideIOR
causticsMaterial.normalTexture = normalTargetB.texture
causticsMaterial.depthTexture = normalTargetB.depthTexture
gl.setRenderTarget(causticsTargetB)
Expand All @@ -516,13 +475,100 @@ export const Caustics = (
if (params.causticsOnly) scene.visible = false
}
}
}

export const Caustics = (
renderer: THREE.WebGLRenderer,
{
frames = 1,
causticsOnly = false,
ior = 1.1,
backside = false,
backsideIOR = 1.1,
worldRadius = 0.3125,
color = new THREE.Color('white'),
intensity = 0.05,
resolution = 2024,
lightSource = new THREE.Vector3(1, 1, 1),
near = 0.1,
far = 0, // auto calculates if zero
}: CausticsProps = {}
): CausticsType => {
const params = {
frames,
ior,
color,
causticsOnly,
backside,
backsideIOR,
worldRadius,
intensity,
resolution,
lightSource,
near,
far,
}
const group = new THREE.Group()
group.name = 'caustics_group'

const camera = new THREE.OrthographicCamera()

const scene = new THREE.Scene()
scene.name = 'caustics_scene'

const gl = renderer

const helper = new THREE.CameraHelper(camera)
helper.name = 'caustics_helper'

// Buffers for front and back faces
const res = params.resolution
const normalTarget = useFBO(res, res, NORMALPROPS)
const normalTargetB = useFBO(res, res, NORMALPROPS)
const causticsTarget = useFBO(res, res, CAUSTICPROPS)
const causticsTargetB = useFBO(res, res, CAUSTICPROPS)

const plane = new THREE.Mesh(
new THREE.PlaneGeometry(1, 1),
new CausticsProjectionMaterial({
transparent: true,
color: params.color,
causticsTexture: causticsTarget.texture,
causticsTextureB: causticsTargetB.texture,
blending: THREE.CustomBlending,
blendSrc: THREE.OneFactor,
blendDst: THREE.SrcAlphaFactor,
depthWrite: false,
})
)

plane.name = 'caustics_plane'
plane.rotation.x = -Math.PI / 2
plane.renderOrder = 2
group.add(scene, plane)
// scene.add(activeModel) //add glb to caustics scene
// mainObjects.add(group, helper) // add entire group to scene
group.updateWorldMatrix(false, true)

const update = createCausticsUpdate(() => ({
params,
scene,
group,
camera,
plane,
normalTarget,
normalTargetB,
causticsTarget,
causticsTargetB,
helper,
}))

return {
scene,
group,
helper,
params,
update,
update: update.bind({}, gl),

normalTarget,
normalTargetB,
Expand Down

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