MCP 3D Printer Server

by DMontgomery40
Verified
import { Color, Mesh, Vector3, MeshLambertNodeMaterial } from 'three/webgpu'; import { Fn, add, cameraPosition, div, normalize, positionWorld, sub, time, texture, vec2, vec3, max, dot, reflect, pow, length, float, uniform, reflector, mul, mix, diffuseColor } from 'three/tsl'; /** * Work based on : * https://github.com/Slayvin: Flat mirror for three.js * https://home.adelphi.edu/~stemkoski/ : An implementation of water shader based on the flat mirror * http://29a.ch/ && http://29a.ch/slides/2012/webglwater/ : Water shader explanations in WebGL */ class WaterMesh extends Mesh { constructor( geometry, options ) { const material = new MeshLambertNodeMaterial(); super( geometry, material ); this.isWater = true; this.resolution = options.resolution !== undefined ? options.resolution : 0.5; // Uniforms this.waterNormals = texture( options.waterNormals ); this.alpha = uniform( options.alpha !== undefined ? options.alpha : 1.0 ); this.size = uniform( options.size !== undefined ? options.size : 1.0 ); this.sunColor = uniform( new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff ) ); this.sunDirection = uniform( options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 ) ); this.waterColor = uniform( new Color( options.waterColor !== undefined ? options.waterColor : 0x7f7f7f ) ); this.distortionScale = uniform( options.distortionScale !== undefined ? options.distortionScale : 20.0 ); // TSL const getNoise = Fn( ( [ uv ] ) => { const offset = time; const uv0 = add( div( uv, 103 ), vec2( div( offset, 17 ), div( offset, 29 ) ) ).toVar(); const uv1 = div( uv, 107 ).sub( vec2( div( offset, - 19 ), div( offset, 31 ) ) ).toVar(); const uv2 = add( div( uv, vec2( 8907.0, 9803.0 ) ), vec2( div( offset, 101 ), div( offset, 97 ) ) ).toVar(); const uv3 = sub( div( uv, vec2( 1091.0, 1027.0 ) ), vec2( div( offset, 109 ), div( offset, - 113 ) ) ).toVar(); const sample0 = this.waterNormals.sample( uv0 ); const sample1 = this.waterNormals.sample( uv1 ); const sample2 = this.waterNormals.sample( uv2 ); const sample3 = this.waterNormals.sample( uv3 ); const noise = sample0.add( sample1 ).add( sample2 ).add( sample3 ); return noise.mul( 0.5 ).sub( 1 ); } ); const noise = getNoise( positionWorld.xz.mul( this.size ) ); const surfaceNormal = normalize( noise.xzy.mul( 1.5, 1.0, 1.5 ) ); const worldToEye = cameraPosition.sub( positionWorld ); const eyeDirection = normalize( worldToEye ); const reflection = normalize( reflect( this.sunDirection.negate(), surfaceNormal ) ); const direction = max( 0.0, dot( eyeDirection, reflection ) ); const specularLight = pow( direction, 100 ).mul( this.sunColor ).mul( 2.0 ); const diffuseLight = max( dot( this.sunDirection, surfaceNormal ), 0.0 ).mul( this.sunColor ).mul( 0.5 ); const distance = length( worldToEye ); const distortion = surfaceNormal.xz.mul( float( 0.001 ).add( float( 1.0 ).div( distance ) ) ).mul( this.distortionScale ); // Material material.transparent = true; material.opacityNode = this.alpha; material.shadowPositionNode = positionWorld.add( distortion ); material.setupOutgoingLight = () => diffuseColor.rgb; // backwards compatibility material.colorNode = Fn( () => { const mirrorSampler = reflector(); mirrorSampler.uvNode = mirrorSampler.uvNode.add( distortion ); mirrorSampler.resolution = this.resolution; this.add( mirrorSampler.target ); const theta = max( dot( eyeDirection, surfaceNormal ), 0.0 ); const rf0 = float( 0.3 ); const reflectance = mul( pow( float( 1.0 ).sub( theta ), 5.0 ), float( 1.0 ).sub( rf0 ) ).add( rf0 ); const scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ).mul( this.waterColor ); const albedo = mix( this.sunColor.mul( diffuseLight ).mul( 0.3 ).add( scatter ), mirrorSampler.rgb.mul( specularLight ).add( mirrorSampler.rgb.mul( 0.9 ) ).add( vec3( 0.1 ) ), reflectance ); return albedo; } )(); } } export { WaterMesh };