File: //var/www/aspa/three/addons/lines/LineMaterial.js
/**
 * parameters = {
 *  color: <hex>,
 *  linewidth: <float>,
 *  dashed: <boolean>,
 *  dashScale: <float>,
 *  dashSize: <float>,
 *  dashOffset: <float>,
 *  gapSize: <float>,
 *  resolution: <Vector2>, // to be set by renderer
 * }
 */
import {
	ShaderLib,
	ShaderMaterial,
	UniformsLib,
	UniformsUtils,
	Vector2
} from 'three';
UniformsLib.line = {
	worldUnits: { value: 1 },
	linewidth: { value: 1 },
	resolution: { value: new Vector2( 1, 1 ) },
	dashOffset: { value: 0 },
	dashScale: { value: 1 },
	dashSize: { value: 1 },
	gapSize: { value: 1 } // todo FIX - maybe change to totalSize
};
ShaderLib[ 'line' ] = {
	uniforms: UniformsUtils.merge( [
		UniformsLib.common,
		UniformsLib.fog,
		UniformsLib.line
	] ),
	vertexShader:
	/* glsl */`
		#include <common>
		#include <color_pars_vertex>
		#include <fog_pars_vertex>
		#include <logdepthbuf_pars_vertex>
		#include <clipping_planes_pars_vertex>
		uniform float linewidth;
		uniform vec2 resolution;
		attribute vec3 instanceStart;
		attribute vec3 instanceEnd;
		attribute vec3 instanceColorStart;
		attribute vec3 instanceColorEnd;
		#ifdef WORLD_UNITS
			varying vec4 worldPos;
			varying vec3 worldStart;
			varying vec3 worldEnd;
			#ifdef USE_DASH
				varying vec2 vUv;
			#endif
		#else
			varying vec2 vUv;
		#endif
		#ifdef USE_DASH
			uniform float dashScale;
			attribute float instanceDistanceStart;
			attribute float instanceDistanceEnd;
			varying float vLineDistance;
		#endif
		void trimSegment( const in vec4 start, inout vec4 end ) {
			// trim end segment so it terminates between the camera plane and the near plane
			// conservative estimate of the near plane
			float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
			float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
			float nearEstimate = - 0.5 * b / a;
			float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
			end.xyz = mix( start.xyz, end.xyz, alpha );
		}
		void main() {
			#ifdef USE_COLOR
				vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
			#endif
			#ifdef USE_DASH
				vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
				vUv = uv;
			#endif
			float aspect = resolution.x / resolution.y;
			// camera space
			vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
			vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
			#ifdef WORLD_UNITS
				worldStart = start.xyz;
				worldEnd = end.xyz;
			#else
				vUv = uv;
			#endif
			// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
			// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
			// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
			// perhaps there is a more elegant solution -- WestLangley
			bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
			if ( perspective ) {
				if ( start.z < 0.0 && end.z >= 0.0 ) {
					trimSegment( start, end );
				} else if ( end.z < 0.0 && start.z >= 0.0 ) {
					trimSegment( end, start );
				}
			}
			// clip space
			vec4 clipStart = projectionMatrix * start;
			vec4 clipEnd = projectionMatrix * end;
			// ndc space
			vec3 ndcStart = clipStart.xyz / clipStart.w;
			vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
			// direction
			vec2 dir = ndcEnd.xy - ndcStart.xy;
			// account for clip-space aspect ratio
			dir.x *= aspect;
			dir = normalize( dir );
			#ifdef WORLD_UNITS
				vec3 worldDir = normalize( end.xyz - start.xyz );
				vec3 tmpFwd = normalize( mix( start.xyz, end.xyz, 0.5 ) );
				vec3 worldUp = normalize( cross( worldDir, tmpFwd ) );
				vec3 worldFwd = cross( worldDir, worldUp );
				worldPos = position.y < 0.5 ? start: end;
				// height offset
				float hw = linewidth * 0.5;
				worldPos.xyz += position.x < 0.0 ? hw * worldUp : - hw * worldUp;
				// don't extend the line if we're rendering dashes because we
				// won't be rendering the endcaps
				#ifndef USE_DASH
					// cap extension
					worldPos.xyz += position.y < 0.5 ? - hw * worldDir : hw * worldDir;
					// add width to the box
					worldPos.xyz += worldFwd * hw;
					// endcaps
					if ( position.y > 1.0 || position.y < 0.0 ) {
						worldPos.xyz -= worldFwd * 2.0 * hw;
					}
				#endif
				// project the worldpos
				vec4 clip = projectionMatrix * worldPos;
				// shift the depth of the projected points so the line
				// segments overlap neatly
				vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
				clip.z = clipPose.z * clip.w;
			#else
				vec2 offset = vec2( dir.y, - dir.x );
				// undo aspect ratio adjustment
				dir.x /= aspect;
				offset.x /= aspect;
				// sign flip
				if ( position.x < 0.0 ) offset *= - 1.0;
				// endcaps
				if ( position.y < 0.0 ) {
					offset += - dir;
				} else if ( position.y > 1.0 ) {
					offset += dir;
				}
				// adjust for linewidth
				offset *= linewidth;
				// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
				offset /= resolution.y;
				// select end
				vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
				// back to clip space
				offset *= clip.w;
				clip.xy += offset;
			#endif
			gl_Position = clip;
			vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
			#include <logdepthbuf_vertex>
			#include <clipping_planes_vertex>
			#include <fog_vertex>
		}
		`,
	fragmentShader:
	/* glsl */`
		uniform vec3 diffuse;
		uniform float opacity;
		uniform float linewidth;
		#ifdef USE_DASH
			uniform float dashOffset;
			uniform float dashSize;
			uniform float gapSize;
		#endif
		varying float vLineDistance;
		#ifdef WORLD_UNITS
			varying vec4 worldPos;
			varying vec3 worldStart;
			varying vec3 worldEnd;
			#ifdef USE_DASH
				varying vec2 vUv;
			#endif
		#else
			varying vec2 vUv;
		#endif
		#include <common>
		#include <color_pars_fragment>
		#include <fog_pars_fragment>
		#include <logdepthbuf_pars_fragment>
		#include <clipping_planes_pars_fragment>
		vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
			float mua;
			float mub;
			vec3 p13 = p1 - p3;
			vec3 p43 = p4 - p3;
			vec3 p21 = p2 - p1;
			float d1343 = dot( p13, p43 );
			float d4321 = dot( p43, p21 );
			float d1321 = dot( p13, p21 );
			float d4343 = dot( p43, p43 );
			float d2121 = dot( p21, p21 );
			float denom = d2121 * d4343 - d4321 * d4321;
			float numer = d1343 * d4321 - d1321 * d4343;
			mua = numer / denom;
			mua = clamp( mua, 0.0, 1.0 );
			mub = ( d1343 + d4321 * ( mua ) ) / d4343;
			mub = clamp( mub, 0.0, 1.0 );
			return vec2( mua, mub );
		}
		void main() {
			#include <clipping_planes_fragment>
			#ifdef USE_DASH
				if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
				if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
			#endif
			float alpha = opacity;
			#ifdef WORLD_UNITS
				// Find the closest points on the view ray and the line segment
				vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
				vec3 lineDir = worldEnd - worldStart;
				vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
				vec3 p1 = worldStart + lineDir * params.x;
				vec3 p2 = rayEnd * params.y;
				vec3 delta = p1 - p2;
				float len = length( delta );
				float norm = len / linewidth;
				#ifndef USE_DASH
					#ifdef USE_ALPHA_TO_COVERAGE
						float dnorm = fwidth( norm );
						alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
					#else
						if ( norm > 0.5 ) {
							discard;
						}
					#endif
				#endif
			#else
				#ifdef USE_ALPHA_TO_COVERAGE
					// artifacts appear on some hardware if a derivative is taken within a conditional
					float a = vUv.x;
					float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
					float len2 = a * a + b * b;
					float dlen = fwidth( len2 );
					if ( abs( vUv.y ) > 1.0 ) {
						alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
					}
				#else
					if ( abs( vUv.y ) > 1.0 ) {
						float a = vUv.x;
						float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
						float len2 = a * a + b * b;
						if ( len2 > 1.0 ) discard;
					}
				#endif
			#endif
			vec4 diffuseColor = vec4( diffuse, alpha );
			#include <logdepthbuf_fragment>
			#include <color_fragment>
			gl_FragColor = vec4( diffuseColor.rgb, alpha );
			#include <tonemapping_fragment>
			#include <colorspace_fragment>
			#include <fog_fragment>
			#include <premultiplied_alpha_fragment>
		}
		`
};
class LineMaterial extends ShaderMaterial {
	constructor( parameters ) {
		super( {
			type: 'LineMaterial',
			uniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),
			vertexShader: ShaderLib[ 'line' ].vertexShader,
			fragmentShader: ShaderLib[ 'line' ].fragmentShader,
			clipping: true // required for clipping support
		} );
		this.isLineMaterial = true;
		this.setValues( parameters );
	}
	get color() {
		return this.uniforms.diffuse.value;
	}
	set color( value ) {
		this.uniforms.diffuse.value = value;
	}
	get worldUnits() {
		return 'WORLD_UNITS' in this.defines;
	}
	set worldUnits( value ) {
		if ( value === true ) {
			this.defines.WORLD_UNITS = '';
		} else {
			delete this.defines.WORLD_UNITS;
		}
	}
	get linewidth() {
		return this.uniforms.linewidth.value;
	}
	set linewidth( value ) {
		if ( ! this.uniforms.linewidth ) return;
		this.uniforms.linewidth.value = value;
	}
	get dashed() {
		return 'USE_DASH' in this.defines;
	}
	set dashed( value ) {
		if ( ( value === true ) !== this.dashed ) {
			this.needsUpdate = true;
		}
		if ( value === true ) {
			this.defines.USE_DASH = '';
		} else {
			delete this.defines.USE_DASH;
		}
	}
	get dashScale() {
		return this.uniforms.dashScale.value;
	}
	set dashScale( value ) {
		this.uniforms.dashScale.value = value;
	}
	get dashSize() {
		return this.uniforms.dashSize.value;
	}
	set dashSize( value ) {
		this.uniforms.dashSize.value = value;
	}
	get dashOffset() {
		return this.uniforms.dashOffset.value;
	}
	set dashOffset( value ) {
		this.uniforms.dashOffset.value = value;
	}
	get gapSize() {
		return this.uniforms.gapSize.value;
	}
	set gapSize( value ) {
		this.uniforms.gapSize.value = value;
	}
	get opacity() {
		return this.uniforms.opacity.value;
	}
	set opacity( value ) {
		if ( ! this.uniforms ) return;
		this.uniforms.opacity.value = value;
	}
	get resolution() {
		return this.uniforms.resolution.value;
	}
	set resolution( value ) {
		this.uniforms.resolution.value.copy( value );
	}
	get alphaToCoverage() {
		return 'USE_ALPHA_TO_COVERAGE' in this.defines;
	}
	set alphaToCoverage( value ) {
		if ( ! this.defines ) return;
		if ( ( value === true ) !== this.alphaToCoverage ) {
			this.needsUpdate = true;
		}
		if ( value === true ) {
			this.defines.USE_ALPHA_TO_COVERAGE = '';
			this.extensions.derivatives = true;
		} else {
			delete this.defines.USE_ALPHA_TO_COVERAGE;
			this.extensions.derivatives = false;
		}
	}
}
export { LineMaterial };