MCP 3D Printer Server

by DMontgomery40
Verified
import { Fn, vec4 } from '../tsl/TSLBase.js'; import { mix, min, step } from '../math/MathNode.js'; /** @module BlendModes **/ /** * Represents a "Color Burn" blend mode. * * It's designed to darken the base layer's colors based on the color of the blend layer. * It significantly increases the contrast of the base layer, making the colors more vibrant and saturated. * The darker the color in the blend layer, the stronger the darkening and contrast effect on the base layer. * * @method * @param {Node<vec3>} base - The base color. * @param {Node<vec3>} blend - The blend color. A white (#ffffff) blend color does not alter the base color. * @return {Node<vec3>} The result. */ export const blendBurn = /*@__PURE__*/ Fn( ( [ base, blend ] ) => { return min( 1.0, base.oneMinus().div( blend ) ).oneMinus(); } ).setLayout( { name: 'blendBurn', type: 'vec3', inputs: [ { name: 'base', type: 'vec3' }, { name: 'blend', type: 'vec3' } ] } ); /** * Represents a "Color Dodge" blend mode. * * It's designed to lighten the base layer's colors based on the color of the blend layer. * It significantly increases the brightness of the base layer, making the colors lighter and more vibrant. * The brighter the color in the blend layer, the stronger the lightening and contrast effect on the base layer. * * @method * @param {Node<vec3>} base - The base color. * @param {Node<vec3>} blend - The blend color. A black (#000000) blend color does not alter the base color. * @return {Node<vec3>} The result. */ export const blendDodge = /*@__PURE__*/ Fn( ( [ base, blend ] ) => { return min( base.div( blend.oneMinus() ), 1.0 ); } ).setLayout( { name: 'blendDodge', type: 'vec3', inputs: [ { name: 'base', type: 'vec3' }, { name: 'blend', type: 'vec3' } ] } ); /** * Represents a "Screen" blend mode. * * Similar to `blendDodge()`, this mode also lightens the base layer's colors based on the color of the blend layer. * The "Screen" blend mode is better for general brightening whereas the "Dodge" results in more subtle and nuanced * effects. * * @method * @param {Node<vec3>} base - The base color. * @param {Node<vec3>} blend - The blend color. A black (#000000) blend color does not alter the base color. * @return {Node<vec3>} The result. */ export const blendScreen = /*@__PURE__*/ Fn( ( [ base, blend ] ) => { return base.oneMinus().mul( blend.oneMinus() ).oneMinus(); } ).setLayout( { name: 'blendScreen', type: 'vec3', inputs: [ { name: 'base', type: 'vec3' }, { name: 'blend', type: 'vec3' } ] } ); /** * Represents a "Overlay" blend mode. * * It's designed to increase the contrast of the base layer based on the color of the blend layer. * It amplifies the existing colors and contrast in the base layer, making lighter areas lighter and darker areas darker. * The color of the blend layer significantly influences the resulting contrast and color shift in the base layer. * * @method * @param {Node<vec3>} base - The base color. * @param {Node<vec3>} blend - The blend color * @return {Node<vec3>} The result. */ export const blendOverlay = /*@__PURE__*/ Fn( ( [ base, blend ] ) => { return mix( base.mul( 2.0 ).mul( blend ), base.oneMinus().mul( 2.0 ).mul( blend.oneMinus() ).oneMinus(), step( 0.5, base ) ); } ).setLayout( { name: 'blendOverlay', type: 'vec3', inputs: [ { name: 'base', type: 'vec3' }, { name: 'blend', type: 'vec3' } ] } ); /** * This function blends two color based on their alpha values by replicating the behavior of `THREE.NormalBlending`. * It assumes both input colors have non-preumiltiplied alpha. * * @method * @param {Node<vec4>} base - The base color. * @param {Node<vec4>} blend - The blend color * @return {Node<vec4>} The result. */ export const blendColor = /*@__PURE__*/ Fn( ( [ base, blend ] ) => { const outAlpha = blend.a.add( base.a.mul( blend.a.oneMinus() ) ); return vec4( blend.rgb.mul( blend.a ).add( base.rgb.mul( base.a ).mul( blend.a.oneMinus() ) ).div( outAlpha ), outAlpha ); } ).setLayout( { name: 'blendColor', type: 'vec4', inputs: [ { name: 'base', type: 'vec4' }, { name: 'blend', type: 'vec4' } ] } ); // Deprecated /** * @function * @deprecated since r171. Use {@link blendBurn} instead. * * @param {...any} params * @returns {Function} */ export const burn = ( ...params ) => { // @deprecated, r171 console.warn( 'THREE.TSL: "burn" has been renamed. Use "blendBurn" instead.' ); return blendBurn( params ); }; /** * @function * @deprecated since r171. Use {@link blendDodge} instead. * * @param {...any} params * @returns {Function} */ export const dodge = ( ...params ) => { // @deprecated, r171 console.warn( 'THREE.TSL: "dodge" has been renamed. Use "blendDodge" instead.' ); return blendDodge( params ); }; /** * @method * @deprecated since r171. Use {@link blendScreen} instead. * * @param {...any} params * @returns {Function} */ export const screen = ( ...params ) => { // @deprecated, r171 console.warn( 'THREE.TSL: "screen" has been renamed. Use "blendScreen" instead.' ); return blendScreen( params ); }; /** * @method * @deprecated since r171. Use {@link blendOverlay} instead. * * @param {...any} params * @returns {Function} */ export const overlay = ( ...params ) => { // @deprecated, r171 console.warn( 'THREE.TSL: "overlay" has been renamed. Use "blendOverlay" instead.' ); return blendOverlay( params ); };