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add noisy components
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@ -1,4 +1,6 @@
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export { default as NoisyText } from './NoisyText.js';
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export { default as NoisyImage } from './noisy/NoisyImage.js';
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export { default as NoisyPlane } from './noisy/NoisyPlane.js';
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export { default as NoisyText } from './noisy/NoisyText.js';
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export { default as Slider1 } from './sliders/Slider1.vue';
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85
src/components/noisy/NoisyImage.js
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85
src/components/noisy/NoisyImage.js
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import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry } from 'three';
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import { watch } from 'vue';
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import Image from '../../meshes/Image.js';
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import snoise2 from '../../glsl/snoise2.glsl.js';
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export default {
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extends: Image,
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props: {
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widthSegments: { type: Number, default: 20 },
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heightSegments: { type: Number, default: 20 },
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timeCoef: { type: Number, default: 0.001 },
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noiseCoef: { type: Number, default: 1 },
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zCoef: { type: Number, default: 5 },
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dispCoef: { type: Number, default: 0.05 },
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},
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setup(props) {
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// uniforms
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const uTime = { value: 0 };
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const uNoiseCoef = { value: props.noiseCoef };
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watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });
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const uZCoef = { value: props.zCoef };
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watch(() => props.zCoef, (value) => { uZCoef.value = value; });
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const uDispCoef = { value: props.dispCoef };
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watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });
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return {
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uTime, uNoiseCoef, uZCoef, uDispCoef,
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};
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},
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created() {
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const startTime = Date.now();
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this.three.onBeforeRender(() => {
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this.uTime.value = (Date.now() - startTime) * this.timeCoef;
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});
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},
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methods: {
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createGeometry() {
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this.geometry = new PlaneBufferGeometry(1, 1, this.widthSegments, this.heightSegments);
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},
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createMaterial() {
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this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });
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this.material.onBeforeCompile = (shader) => {
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shader.uniforms.uTime = this.uTime;
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shader.uniforms.uNoiseCoef = this.uNoiseCoef;
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shader.uniforms.uZCoef = this.uZCoef;
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shader.uniforms.uDispCoef = this.uDispCoef;
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shader.vertexShader = `
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uniform float uTime;
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uniform float uNoiseCoef;
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uniform float uZCoef;
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varying float vNoise;
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${snoise2}
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` + shader.vertexShader;
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shader.vertexShader = shader.vertexShader.replace(
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'#include <begin_vertex>',
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`
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vec3 p = vec3(position * uNoiseCoef);
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p.x += uTime;
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vNoise = snoise(p.xy);
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vec3 transformed = vec3(position);
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transformed.z += vNoise * uZCoef;
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`
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);
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shader.fragmentShader = `
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uniform float uDispCoef;
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varying float vNoise;
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` + shader.fragmentShader;
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shader.fragmentShader = shader.fragmentShader.replace(
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'#include <map_fragment>',
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`
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vec4 texelColor = texture2D(map, vUv);
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vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));
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texelColor.r = dispTexel.r;
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diffuseColor = texelColor;
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`
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);
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this.materialShader = shader;
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};
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},
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},
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__hmrId: 'NoisyImage',
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};
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62
src/components/noisy/NoisyPlane.js
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62
src/components/noisy/NoisyPlane.js
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@ -0,0 +1,62 @@
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import { MeshLambertMaterial } from 'three';
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import { watch } from 'vue';
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import Plane from '../../meshes/Plane.js';
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import snoise3 from '../../glsl/snoise3.glsl.js';
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export default {
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extends: Plane,
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props: {
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timeCoef: { type: Number, default: 0.001 },
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noiseCoef: { type: Number, default: 1 },
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zCoef: { type: Number, default: 5 },
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},
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setup(props) {
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// uniforms
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const uTime = { value: 0 };
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const uNoiseCoef = { value: props.noiseCoef };
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watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });
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const uZCoef = { value: props.zCoef };
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watch(() => props.zCoef, (value) => { uZCoef.value = value; });
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return {
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uTime, uNoiseCoef, uZCoef,
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};
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},
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created() {
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this.createMaterial();
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const startTime = Date.now();
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this.three.onBeforeRender(() => {
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this.uTime.value = (Date.now() - startTime) * this.timeCoef;
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});
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},
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methods: {
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createMaterial() {
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this.material = new MeshLambertMaterial({});
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this.material.onBeforeCompile = (shader) => {
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shader.uniforms.uTime = this.uTime;
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shader.uniforms.uNoiseCoef = this.uNoiseCoef;
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shader.uniforms.uZCoef = this.uZCoef;
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shader.vertexShader = `
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uniform float uTime;
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uniform float uNoiseCoef;
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uniform float uZCoef;
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varying float vNoise;
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${snoise3}
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` + shader.vertexShader;
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shader.vertexShader = shader.vertexShader.replace(
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'#include <begin_vertex>',
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`
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vec3 p = vec3(position * uNoiseCoef);
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vNoise = snoise(vec3(p.x, p.y, uTime));
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vec3 transformed = vec3(position);
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transformed.z += vNoise * uZCoef;
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`
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);
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this.materialShader = shader;
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};
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},
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},
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__hmrId: 'NoisyPlane',
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};
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import { FontLoader, MeshStandardMaterial, TextBufferGeometry } from 'three';
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import { FontLoader, MeshPhongMaterial, MeshStandardMaterial, TextBufferGeometry } from 'three';
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import { watch } from 'vue';
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import Mesh from '../meshes/Mesh.js';
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import TextProps from '../meshes/TextProps.js';
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import snoise2 from '../glsl/snoise2.glsl.js';
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import Mesh from '../../meshes/Mesh.js';
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import TextProps from '../../meshes/TextProps.js';
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import snoise2 from '../../glsl/snoise2.glsl.js';
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export default {
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extends: Mesh,
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@ -28,12 +28,10 @@ export default {
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// uniforms
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this.uTime = { value: 0 };
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this.uNoiseCoef = { value: this.noiseCoef };
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watch(() => this.noiseCoef, () => { this.uNoiseCoef.value = this.noiseCoef; });
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watch(() => this.noiseCoef, (value) => { this.uNoiseCoef.value = value; });
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this.uZCoef = { value: this.zCoef };
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watch(() => this.zCoef, () => { this.uZCoef.value = this.zCoef; });
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watch(() => this.zCoef, (value) => { this.uZCoef.value = value; });
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const loader = new FontLoader();
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loader.load(this.fontSrc, (font) => {
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},
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methods: {
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createMaterial() {
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this.material = new MeshStandardMaterial({ color: this.color, metalness: 0.8, roughness: 0.5 });
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this.material = new MeshPhongMaterial({ color: this.color });
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this.material.onBeforeCompile = (shader) => {
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shader.uniforms.uTime = this.uTime;
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shader.uniforms.uNoiseCoef = this.uNoiseCoef;
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}
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},
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},
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__hmrId: 'NoisyText',
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};
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export default `
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//
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// Description : Array and textureless GLSL 2D simplex noise function.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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//
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// Description : Array and textureless GLSL 2D simplex noise function.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec2 mod289(vec2 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec2 mod289(vec2 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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vec3 permute(vec3 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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vec3 permute(vec3 x) {
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return mod289(((x*34.0)+1.0)*x);
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}
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float snoise(vec2 v)
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{
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const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
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-0.577350269189626, // -1.0 + 2.0 * C.x
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0.024390243902439); // 1.0 / 41.0
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// First corner
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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float snoise(vec2 v)
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{
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const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
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0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
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-0.577350269189626, // -1.0 + 2.0 * C.x
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0.024390243902439); // 1.0 / 41.0
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// First corner
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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// Other corners
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vec2 i1;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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// Other corners
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vec2 i1;
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i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ i.x + vec3(0.0, i1.x, 1.0 ));
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// Permutations
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i = mod289(i); // Avoid truncation effects in permutation
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vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
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+ i.x + vec3(0.0, i1.x, 1.0 ));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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// Gradients: 41 points uniformly over a line, mapped onto a diamond.
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// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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// Gradients: 41 points uniformly over a line, mapped onto a diamond.
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// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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// Normalise gradients implicitly by scaling m
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// Approximation of: m *= inversesqrt( a0*a0 + h*h );
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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// Normalise gradients implicitly by scaling m
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// Approximation of: m *= inversesqrt( a0*a0 + h*h );
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m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
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// Compute final noise value at P
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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// Compute final noise value at P
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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`;
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86
src/glsl/snoise3.glsl.js
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86
src/glsl/snoise3.glsl.js
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export default `
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//
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// Description : Array and textureless GLSL 2D/3D/4D simplex
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// noise functions.
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// Author : Ian McEwan, Ashima Arts.
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// Maintainer : ijm
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// Lastmod : 20110822 (ijm)
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// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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// Distributed under the MIT License. See LICENSE file.
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// https://github.com/ashima/webgl-noise
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//
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vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
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vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
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float snoise(vec3 v)
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{
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const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 x0 = v - i + dot(i, C.xxx) ;
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// Other corners
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vec3 g = step(x0.yzx, x0.xyz);
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vec3 l = 1.0 - g;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy );
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vec3 x1 = x0 - i1 + C.xxx;
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vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
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vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
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// Permutations
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i = mod289(i);
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vec4 p = permute( permute( permute(
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
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// Gradients: 7x7 points over a square, mapped onto an octahedron.
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// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
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float n_ = 0.142857142857; // 1.0/7.0
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vec3 ns = n_ * D.wyz - D.xzx;
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vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
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vec4 x_ = floor(j * ns.z);
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vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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vec4 s0 = floor(b0)*2.0 + 1.0;
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vec4 s1 = floor(b1)*2.0 + 1.0;
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vec4 sh = -step(h, vec4(0.0));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
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vec3 p0 = vec3(a0.xy,h.x);
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vec3 p1 = vec3(a0.zw,h.y);
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vec3 p2 = vec3(a1.xy,h.z);
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vec3 p3 = vec3(a1.zw,h.w);
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// Normalise gradients
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vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
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p0 *= norm.x;
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p1 *= norm.y;
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p2 *= norm.z;
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p3 *= norm.w;
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// Mix final noise value
|
||||
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
|
||||
m = m * m;
|
||||
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
|
||||
dot(p2,x2), dot(p3,x3) ) );
|
||||
}
|
||||
`;
|
108
src/glsl/snoise4.glsl.js
Normal file
108
src/glsl/snoise4.glsl.js
Normal file
@ -0,0 +1,108 @@
|
||||
export default `
|
||||
//
|
||||
// Description : Array and textureless GLSL 2D/3D/4D simplex
|
||||
// noise functions.
|
||||
// Author : Ian McEwan, Ashima Arts.
|
||||
// Maintainer : ijm
|
||||
// Lastmod : 20110822 (ijm)
|
||||
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
|
||||
// Distributed under the MIT License. See LICENSE file.
|
||||
// https://github.com/ashima/webgl-noise
|
||||
//
|
||||
|
||||
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||
vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
|
||||
float permute(float x) { return mod289(((x*34.0)+1.0)*x); }
|
||||
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||||
float taylorInvSqrt(float r) { return 1.79284291400159 - 0.85373472095314 * r; }
|
||||
|
||||
vec4 grad4(float j, vec4 ip)
|
||||
{
|
||||
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
|
||||
vec4 p,s;
|
||||
|
||||
p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
|
||||
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
|
||||
s = vec4(lessThan(p, vec4(0.0)));
|
||||
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
|
||||
|
||||
return p;
|
||||
}
|
||||
|
||||
// (sqrt(5) - 1)/4 = F4, used once below
|
||||
#define F4 0.309016994374947451
|
||||
|
||||
float snoise(vec4 v)
|
||||
{
|
||||
const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
|
||||
0.276393202250021, // 2 * G4
|
||||
0.414589803375032, // 3 * G4
|
||||
-0.447213595499958); // -1 + 4 * G4
|
||||
|
||||
// First corner
|
||||
vec4 i = floor(v + dot(v, vec4(F4)) );
|
||||
vec4 x0 = v - i + dot(i, C.xxxx);
|
||||
|
||||
// Other corners
|
||||
|
||||
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
|
||||
vec4 i0;
|
||||
vec3 isX = step( x0.yzw, x0.xxx );
|
||||
vec3 isYZ = step( x0.zww, x0.yyz );
|
||||
// i0.x = dot( isX, vec3( 1.0 ) );
|
||||
i0.x = isX.x + isX.y + isX.z;
|
||||
i0.yzw = 1.0 - isX;
|
||||
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
|
||||
i0.y += isYZ.x + isYZ.y;
|
||||
i0.zw += 1.0 - isYZ.xy;
|
||||
i0.z += isYZ.z;
|
||||
i0.w += 1.0 - isYZ.z;
|
||||
|
||||
// i0 now contains the unique values 0,1,2,3 in each channel
|
||||
vec4 i3 = clamp( i0, 0.0, 1.0 );
|
||||
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
|
||||
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
|
||||
|
||||
vec4 x1 = x0 - i1 + C.xxxx;
|
||||
vec4 x2 = x0 - i2 + C.yyyy;
|
||||
vec4 x3 = x0 - i3 + C.zzzz;
|
||||
vec4 x4 = x0 + C.wwww;
|
||||
|
||||
// Permutations
|
||||
i = mod289(i);
|
||||
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
|
||||
vec4 j1 = permute( permute( permute( permute (
|
||||
i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
|
||||
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
|
||||
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
|
||||
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
|
||||
|
||||
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
|
||||
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
|
||||
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
|
||||
|
||||
vec4 p0 = grad4(j0, ip);
|
||||
vec4 p1 = grad4(j1.x, ip);
|
||||
vec4 p2 = grad4(j1.y, ip);
|
||||
vec4 p3 = grad4(j1.z, ip);
|
||||
vec4 p4 = grad4(j1.w, ip);
|
||||
|
||||
// Normalise gradients
|
||||
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
|
||||
p0 *= norm.x;
|
||||
p1 *= norm.y;
|
||||
p2 *= norm.z;
|
||||
p3 *= norm.w;
|
||||
p4 *= taylorInvSqrt(dot(p4,p4));
|
||||
|
||||
// Mix contributions from the five corners
|
||||
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
|
||||
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
|
||||
m0 = m0 * m0;
|
||||
m1 = m1 * m1;
|
||||
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
|
||||
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
|
||||
|
||||
}
|
||||
`;
|
@ -1,26 +1,69 @@
|
||||
import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry, TextureLoader } from 'three';
|
||||
import { watch } from 'vue';
|
||||
import Mesh from './Mesh.js';
|
||||
|
||||
export default {
|
||||
emits: ['loaded'],
|
||||
extends: Mesh,
|
||||
props: {
|
||||
src: String,
|
||||
width: {
|
||||
type: Number,
|
||||
default: 1,
|
||||
},
|
||||
height: {
|
||||
type: Number,
|
||||
default: 1,
|
||||
},
|
||||
width: Number,
|
||||
height: Number,
|
||||
keepSize: Boolean,
|
||||
},
|
||||
created() {
|
||||
this.geometry = new PlaneBufferGeometry(this.width, this.height, 1, 1);
|
||||
this.material = new MeshBasicMaterial({ map: new TextureLoader().load(this.src), side: DoubleSide });
|
||||
this.createGeometry();
|
||||
this.createMaterial();
|
||||
this.initMesh();
|
||||
|
||||
watch(() => this.src, this.refreshTexture);
|
||||
|
||||
['width', 'height'].forEach(p => {
|
||||
watch(() => this[p], this.resize);
|
||||
});
|
||||
|
||||
if (this.keepSize) this.three.onAfterResize(this.resize);
|
||||
},
|
||||
unmounted() {
|
||||
// this material is not mounted, it won't be auto dispose
|
||||
this.material.dispose();
|
||||
methods: {
|
||||
createGeometry() {
|
||||
this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);
|
||||
},
|
||||
createMaterial() {
|
||||
this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });
|
||||
},
|
||||
loadTexture() {
|
||||
return new TextureLoader().load(this.src, this.onLoaded);
|
||||
},
|
||||
refreshTexture() {
|
||||
if (this.texture) this.texture.dispose();
|
||||
this.material.map = this.loadTexture();
|
||||
this.material.needsUpdate = true;
|
||||
},
|
||||
onLoaded(texture) {
|
||||
this.texture = texture;
|
||||
this.resize();
|
||||
this.$emit('loaded');
|
||||
},
|
||||
resize() {
|
||||
if (!this.texture) return;
|
||||
const screen = this.three.size;
|
||||
const iW = this.texture.image.width;
|
||||
const iH = this.texture.image.height;
|
||||
const iRatio = iW / iH;
|
||||
let w, h;
|
||||
if (this.width && this.height) {
|
||||
w = this.width * screen.wWidth / screen.width;
|
||||
h = this.height * screen.wHeight / screen.height;
|
||||
} else if (this.width) {
|
||||
w = this.width * screen.wWidth / screen.width;
|
||||
h = w / iRatio;
|
||||
} else if (this.height) {
|
||||
h = this.height * screen.wHeight / screen.height;
|
||||
w = h * iRatio;
|
||||
}
|
||||
this.mesh.scale.x = w;
|
||||
this.mesh.scale.y = h;
|
||||
},
|
||||
},
|
||||
__hmrId: 'Image',
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user