Merge pull request 'Add Net shader into develop' (#8) from feat/shader-net into develop
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Reviewed-on: #8
This commit was merged in pull request #8.
This commit is contained in:
@@ -0,0 +1,25 @@
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import { useRef } from "react";
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import { useFrame } from "@react-three/fiber";
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import * as THREE from "three";
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import { createNetShader } from "@/shaders/NetShader";
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export function NetTest(): React.JSX.Element {
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const materialRef = useRef<THREE.ShaderMaterial>(null);
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useFrame((_, delta) => {
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if (materialRef.current) {
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materialRef.current.uniforms.uTime.value += delta;
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}
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});
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return (
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<mesh position={[0, 2, -3]} rotation={[0, 0, 0]}>
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<planeGeometry args={[2, 2, 1, 1]} />
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<primitive
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object={createNetShader()}
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ref={materialRef}
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attach="material"
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/>
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</mesh>
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);
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}
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@@ -0,0 +1,66 @@
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import { ShaderMaterial, Color, PlaneGeometry, Mesh, Vector2 } from "three";
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export const createNetShader = (): ShaderMaterial => {
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return new ShaderMaterial({
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uniforms: {
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uTime: { value: 0 },
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uGridScale: { value: 15.0 },
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uPincushionStrength: { value: 0.4 },
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uBloomIntensity: { value: 0.3 },
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uGridThickness: { value: 0.02 },
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},
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vertexShader: `
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform float uTime;
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uniform float uGridScale;
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uniform float uPincushionStrength;
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uniform float uBloomIntensity;
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uniform float uGridThickness;
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varying vec2 vUv;
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vec2 applyPincushion(vec2 uv, float strength) {
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vec2 center = uv - 0.5;
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float dist = length(center);
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float distortion = 1.0 + dist * dist * strength;
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return center * distortion + 0.5;
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}
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float grid(vec2 uv, float scale, float thickness) {
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vec2 gridUV = fract(uv * scale);
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float lineX = smoothstep(thickness, thickness + 0.01, gridUV.x)
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* smoothstep(1.0 - thickness, 1.0 - thickness - 0.01, gridUV.x);
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float lineY = smoothstep(thickness, thickness + 0.01, gridUV.y)
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* smoothstep(1.0 - thickness, 1.0 - thickness - 0.01, gridUV.y);
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return lineX + lineY;
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}
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void main() {
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vec2 uv = applyPincushion(vUv, uPincushionStrength);
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float gridPattern = grid(uv, uGridScale, uGridThickness);
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vec3 gridColor = vec3(1.0, 0.4, 0.7);
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vec3 bgColor = vec3(0.05, 0.02, 0.05);
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float bloom = gridPattern * uBloomIntensity;
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vec3 col = mix(bgColor, gridColor + bloom, gridPattern);
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gl_FragColor = vec4(col, 1.0);
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}
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`,
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});
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};
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export const createNetMesh = (): Mesh => {
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const geometry = new PlaneGeometry(2, 2);
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const material = createNetShader();
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return new Mesh(geometry, material);
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};
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@@ -0,0 +1,34 @@
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import { ShaderMaterial, Color } from "three";
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export const createUnicolorShader = (
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color: Color | string | number,
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): ShaderMaterial => {
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return new ShaderMaterial({
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uniforms: {
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uColor: { value: color instanceof Color ? color : new Color(color) },
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},
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vertexShader: `
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varying vec3 vNormal;
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varying vec3 vPosition;
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void main() {
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vNormal = normalize(normalMatrix * normal);
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vPosition = (modelViewMatrix * vec4(position, 1.0)).xyz;
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gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
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}
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`,
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fragmentShader: `
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uniform vec3 uColor;
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varying vec3 vNormal;
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varying vec3 vPosition;
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void main() {
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vec3 lightDir = normalize(vec3(1.0, 1.0, 1.0));
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float diffuse = max(dot(vNormal, lightDir), 0.0);
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float ambient = 0.3;
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vec3 finalColor = uColor * (ambient + diffuse * 0.7);
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gl_FragColor = vec4(finalColor, 1.0);
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}
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`,
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});
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};
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@@ -28,6 +28,7 @@ import { GameMap } from "@/world/GameMap";
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import { GameStageContent } from "@/world/GameStageContent";
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import { Player } from "@/world/player/Player";
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import { TestMap } from "@/world/debug/TestMap";
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import { NetTest } from "@/components/three/debug/NetTest";
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import type { SceneLoadingChangeHandler } from "@/types/world/sceneLoading";
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interface WorldProps {
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@@ -99,6 +100,7 @@ export function World({ onLoadingStateChange }: WorldProps): React.JSX.Element {
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</>
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) : (
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<TestMap onOctreeReady={handleOctreeReady} />
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<NetTest />
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)}
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{sceneMode !== "game" && spawnPlayer ? (
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