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CNCKitchen
2026-03-16 20:37:32 +01:00
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import * as THREE from 'three';
// Mapping mode constants (must match index.html <option value="…">)
export const MODE_PLANAR_XY = 0;
export const MODE_PLANAR_XZ = 1;
export const MODE_PLANAR_YZ = 2;
export const MODE_CYLINDRICAL = 3;
export const MODE_SPHERICAL = 4;
export const MODE_TRIPLANAR = 5;
export const MODE_CUBIC = 6;
// ── GLSL source ──────────────────────────────────────────────────────────────
//
// Preview strategy: NO vertex displacement.
// All UV projection is done in the fragment shader so the underlying mesh
// geometry is never modified. The displacement map is visualised via
// per-fragment bump mapping (perturbing the shading normal from screen-space
// height derivatives). `amplitude` scales the bump intensity only.
const vertexShader = /* glsl */`
precision highp float;
varying vec3 vModelPos; // model-space position → UV computation in fragment
varying vec3 vModelNormal; // model-space normal → stable UV blending (triplanar/cubic)
varying vec3 vViewPos; // view-space position → TBN & specular
varying vec3 vNormal; // view-space normal → lighting
void main() {
vModelPos = position;
vModelNormal = normalize(normal);
vec4 mvPos = modelViewMatrix * vec4(position, 1.0);
vViewPos = mvPos.xyz;
vNormal = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * mvPos;
}
`;
const fragmentShader = /* glsl */`
precision highp float;
uniform sampler2D displacementMap;
uniform int mappingMode;
uniform vec2 scaleUV;
uniform float amplitude;
uniform vec2 offsetUV;
uniform vec3 boundsMin;
uniform vec3 boundsSize;
uniform vec3 boundsCenter;
varying vec3 vModelPos;
varying vec3 vModelNormal;
varying vec3 vViewPos;
varying vec3 vNormal;
const float PI = 3.14159265358979;
const float TWO_PI = 6.28318530717959;
// Sample after applying scale + tiling
float sampleMap(vec2 rawUV) {
return texture2D(displacementMap, fract(rawUV * scaleUV + offsetUV)).r;
}
// Height at this fragment for all projection modes.
// Uses vModelPos / vModelNormal (model-space) so UV is stable as the camera orbits.
float getHeight() {
vec3 pos = vModelPos;
vec3 MN = vModelNormal; // model-space normal
vec3 rel = pos - boundsCenter;
if (mappingMode == 0) {
return sampleMap((pos.xy - boundsMin.xy) / max(boundsSize.xy, vec2(1e-4)));
} else if (mappingMode == 1) {
return sampleMap((pos.xz - boundsMin.xz) / max(boundsSize.xz, vec2(1e-4)));
} else if (mappingMode == 2) {
return sampleMap((pos.yz - boundsMin.yz) / max(boundsSize.yz, vec2(1e-4)));
} else if (mappingMode == 3) {
// Cylindrical around Y (vertical axis after Z-up → Y-up rotation)
float u = atan(rel.z, rel.x) / TWO_PI + 0.5;
float v = (pos.y - boundsMin.y) / max(boundsSize.y, 1e-4);
return sampleMap(vec2(u, v));
} else if (mappingMode == 4) {
// Spherical
float r = length(rel);
float phi = acos(clamp(rel.y / max(r, 1e-4), -1.0, 1.0));
float theta = atan(rel.z, rel.x);
return sampleMap(vec2(theta / TWO_PI + 0.5, phi / PI));
} else if (mappingMode == 5) {
// Triplanar smooth blend using model-space normal (stable regardless of camera)
vec3 blend = abs(MN);
blend = pow(blend, vec3(4.0));
blend /= dot(blend, vec3(1.0)) + 1e-4;
float hXY = sampleMap((pos.xy - boundsMin.xy) / max(boundsSize.xy, vec2(1e-4)));
float hXZ = sampleMap((pos.xz - boundsMin.xz) / max(boundsSize.xz, vec2(1e-4)));
float hYZ = sampleMap((pos.yz - boundsMin.yz) / max(boundsSize.yz, vec2(1e-4)));
return hXY * blend.z + hXZ * blend.y + hYZ * blend.x;
} else {
// Cubic (box) hard-edge face selection using model-space normal
// Picks the single planar projection whose axis is most aligned with the face normal.
vec3 absN = abs(MN);
if (absN.x >= absN.y && absN.x >= absN.z) {
// ±X dominant → project onto YZ plane
return sampleMap((pos.yz - boundsMin.yz) / max(boundsSize.yz, vec2(1e-4)));
} else if (absN.y >= absN.x && absN.y >= absN.z) {
// ±Y dominant → project onto XZ plane
return sampleMap((pos.xz - boundsMin.xz) / max(boundsSize.xz, vec2(1e-4)));
} else {
// ±Z dominant → project onto XY plane
return sampleMap((pos.xy - boundsMin.xy) / max(boundsSize.xy, vec2(1e-4)));
}
}
}
void main() {
vec3 N = normalize(vNormal);
float h = getHeight();
// ── Bump mapping via screen-space height derivatives ──────────────────
// dFdx/dFdy give the height change per screen pixel → height gradient
float dhx = dFdx(h);
float dhy = dFdy(h);
// Screen-space surface tangent / bitangent, projected onto the surface plane
vec3 dp1 = dFdx(vViewPos);
vec3 dp2 = dFdy(vViewPos);
vec3 T = dp1 - dot(dp1, N) * N;
vec3 B = dp2 - dot(dp2, N) * N;
float lenT = length(T);
float lenB = length(B);
T = lenT > 1e-5 ? T / lenT : vec3(1.0, 0.0, 0.0);
B = lenB > 1e-5 ? B / lenB : vec3(0.0, 1.0, 0.0);
// Normalise bump strength by position derivative so the effect is
// independent of zoom level / mesh scale.
float posScale = max(length(dp1) + length(dp2), 1e-6);
float bumpStr = amplitude * 1.2 / posScale;
vec3 bumpN = normalize(N - bumpStr * (dhx * T + dhy * B));
// ── Shading ───────────────────────────────────────────────────────────
// Base colour: cool-to-warm tint driven by the displacement height value
// so the texture pattern is clearly visible even without bump lighting.
vec3 lo = vec3(0.18, 0.20, 0.35);
vec3 hi = vec3(0.90, 0.84, 0.68);
vec3 baseColor = mix(lo, hi, h);
vec3 L1 = normalize(vec3( 0.5, 0.8, 1.0));
vec3 L2 = normalize(vec3(-0.5, -0.2, -0.6));
vec3 V = normalize(-vViewPos);
float diff1 = max(dot(bumpN, L1), 0.0);
float diff2 = max(dot(bumpN, L2), 0.0) * 0.35;
vec3 H1 = normalize(L1 + V);
float spec = pow(max(dot(bumpN, H1), 0.0), 48.0) * 0.55;
vec3 color = baseColor * 0.60 // strong ambient — texture always visible
+ baseColor * diff1 * vec3(1.00, 0.97, 0.90) * 0.45 // key light
+ baseColor * diff2 * vec3(0.40, 0.50, 0.80) * 0.20 // fill light
+ vec3(spec); // specular
gl_FragColor = vec4(color, 1.0);
}
`;
// ── Public API ────────────────────────────────────────────────────────────────
/**
* Create a ShaderMaterial for the displacement preview.
* @param {THREE.Texture|null} displacementTexture
* @param {object} settings { mappingMode, scaleU, scaleV, amplitude, offsetU, offsetV, bounds }
*/
export function createPreviewMaterial(displacementTexture, settings) {
const mat = new THREE.ShaderMaterial({
vertexShader,
fragmentShader,
uniforms: buildUniforms(displacementTexture, settings),
side: THREE.DoubleSide,
});
return mat;
}
/**
* Update existing ShaderMaterial uniforms in-place (no recreate).
*/
export function updateMaterial(material, displacementTexture, settings) {
const u = material.uniforms;
if (displacementTexture && u.displacementMap.value !== displacementTexture) {
u.displacementMap.value = displacementTexture;
}
u.mappingMode.value = settings.mappingMode;
u.scaleUV.value.set(settings.scaleU, settings.scaleV);
u.amplitude.value = settings.amplitude;
u.offsetUV.value.set(settings.offsetU, settings.offsetV);
if (settings.bounds) {
u.boundsMin.value.copy(settings.bounds.min);
u.boundsSize.value.copy(settings.bounds.size);
u.boundsCenter.value.copy(settings.bounds.center);
}
}
// ── Internal ──────────────────────────────────────────────────────────────────
function buildUniforms(tex, settings) {
const b = settings.bounds || {
min: new THREE.Vector3(),
size: new THREE.Vector3(1, 1, 1),
center: new THREE.Vector3(),
};
return {
displacementMap: { value: tex || createFallbackTexture() },
mappingMode: { value: settings.mappingMode ?? MODE_TRIPLANAR },
scaleUV: { value: new THREE.Vector2(settings.scaleU ?? 1, settings.scaleV ?? 1) },
amplitude: { value: settings.amplitude ?? 1.0 },
offsetUV: { value: new THREE.Vector2(settings.offsetU ?? 0, settings.offsetV ?? 0) },
boundsMin: { value: b.min.clone() },
boundsSize: { value: b.size.clone() },
boundsCenter: { value: b.center.clone() },
};
}
function createFallbackTexture() {
const canvas = document.createElement('canvas');
canvas.width = canvas.height = 4;
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#808080';
ctx.fillRect(0, 0, 4, 4);
const t = new THREE.CanvasTexture(canvas);
t.wrapS = t.wrapT = THREE.RepeatWrapping;
return t;
}