File: //var/www/aspa/three/addons/nodes/materials/Line2NodeMaterial.js
import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
import { temp } from '../core/VarNode.js';
import { varying } from '../core/VaryingNode.js';
import { property, varyingProperty } from '../core/PropertyNode.js';
import { attribute } from '../core/AttributeNode.js';
import { cameraProjectionMatrix } from '../accessors/CameraNode.js';
import { materialColor, materialLineScale, materialLineDashSize, materialLineGapSize, materialLineDashOffset, materialLineWidth } from '../accessors/MaterialNode.js';
import { modelViewMatrix } from '../accessors/ModelNode.js';
import { positionGeometry } from '../accessors/PositionNode.js';
import { mix, smoothstep } from '../math/MathNode.js';
import { tslFn, float, vec2, vec3, vec4, If } from '../shadernode/ShaderNode.js';
import { uv } from '../accessors/UVNode.js';
import { viewport } from '../display/ViewportNode.js';
import { dashSize, gapSize } from '../core/PropertyNode.js';
import { LineDashedMaterial } from 'three';
const defaultValues = new LineDashedMaterial();
class Line2NodeMaterial extends NodeMaterial {
	constructor( params = {} ) {
		super();
		this.normals = false;
		this.lights = false;
		this.setDefaultValues( defaultValues );
		this.useAlphaToCoverage = true;
		this.useColor = params.vertexColors;
		this.useDash = params.dashed;
		this.useWorldUnits = false;
		this.dashOffset = 0;
		this.lineWidth = 1;
		this.lineColorNode = null;
		this.offsetNode = null;
		this.dashScaleNode = null;
		this.dashSizeNode = null;
		this.gapSizeNode = null;
		this.setupShaders();
		this.setValues( params );
	}
	setupShaders() {
		const useAlphaToCoverage = this.alphaToCoverage;
		const useColor = this.useColor;
		const useDash = this.dashed;
		const useWorldUnits = this.worldUnits;
		const trimSegment = tslFn( ( { start, end } ) => {
			const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column
			const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column
			const nearEstimate = b.mul( - 0.5 ).div( a );
			const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) );
			return vec4( mix( start.xyz, end.xyz, alpha ), end.w );
		} );
		this.vertexNode = tslFn( () => {
			varyingProperty( 'vec2', 'vUv' ).assign( uv() );
			const instanceStart = attribute( 'instanceStart' );
			const instanceEnd = attribute( 'instanceEnd' );
			// camera space
			const start = property( 'vec4', 'start' );
			const end = property( 'vec4', 'end' );
			start.assign( modelViewMatrix.mul( vec4( instanceStart, 1.0 ) ) ); // force assignment into correct place in flow
			end.assign( modelViewMatrix.mul( vec4( instanceEnd, 1.0 ) ) );
			if ( useWorldUnits ) {
				varyingProperty( 'vec3', 'worldStart' ).assign( start.xyz );
				varyingProperty( 'vec3', 'worldEnd' ).assign( end.xyz );
			}
			const aspect = viewport.z.div( viewport.w );
			// 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
			const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( - 1.0 ); // 4th entry in the 3rd column
			If( perspective, () => {
				If( start.z.lessThan( 0.0 ).and( end.z.greaterThan( 0.0 ) ), () => {
					end.assign( trimSegment( { start: start, end: end } ) );
				} ).elseif( end.z.lessThan( 0.0 ).and( start.z.greaterThanEqual( 0.0 ) ), () => {
					start.assign( trimSegment( { start: end, end: start } ) );
			 	} );
			} );
			// clip space
			const clipStart = cameraProjectionMatrix.mul( start );
			const clipEnd = cameraProjectionMatrix.mul( end );
			// ndc space
			const ndcStart = clipStart.xyz.div( clipStart.w );
			const ndcEnd = clipEnd.xyz.div( clipEnd.w );
			// direction
			const dir = ndcEnd.xy.sub( ndcStart.xy ).temp();
			// account for clip-space aspect ratio
			dir.x.assign( dir.x.mul( aspect ) );
			dir.assign( dir.normalize() );
			const clip = temp( vec4() );
			if ( useWorldUnits ) {
				// get the offset direction as perpendicular to the view vector
				const worldDir = end.xyz.sub( start.xyz ).normalize();
				const tmpFwd = mix( start.xyz, end.xyz, 0.5 ).normalize();
				const worldUp = worldDir.cross( tmpFwd ).normalize();
				const worldFwd = worldDir.cross( worldUp );
				const worldPos = varyingProperty( 'vec4', 'worldPos' );
				worldPos.assign( positionGeometry.y.lessThan( 0.5 ).cond( start, end) );
				// height offset
				const hw = materialLineWidth.mul( 0.5 );
				worldPos.addAssign( vec4( positionGeometry.x.lessThan( 0.0 ).cond( worldUp.mul( hw ), worldUp.mul( hw ).negate() ), 0 ) );
				// don't extend the line if we're rendering dashes because we
				// won't be rendering the endcaps
				if ( ! useDash ) {
					// cap extension
					worldPos.addAssign( vec4( positionGeometry.y.lessThan( 0.5 ).cond( worldDir.mul( hw ).negate(), worldDir.mul( hw ) ), 0 ) );
					// add width to the box
					worldPos.addAssign( vec4( worldFwd.mul( hw ), 0 ) );
					// endcaps
					If( positionGeometry.y.greaterThan( 1.0 ).or( positionGeometry.y.lessThan( 0.0 ) ), () => {
						worldPos.subAssign( vec4( worldFwd.mul( 2.0 ).mul( hw ), 0 ) );
					} );
				}
				// project the worldpos
				clip.assign( cameraProjectionMatrix.mul( worldPos ) );
				// shift the depth of the projected points so the line
				// segments overlap neatly
				const clipPose = temp( vec3() );
				clipPose.assign( positionGeometry.y.lessThan( 0.5 ).cond( ndcStart, ndcEnd ) );
				clip.z.assign( clipPose.z.mul( clip.w ) );
			} else {
				const offset = property( 'vec2', 'offset' );
				offset.assign( vec2( dir.y, dir.x.negate() ) );
				// undo aspect ratio adjustment
				dir.x.assign( dir.x.div( aspect ) );
				offset.x.assign( offset.x.div( aspect ) );
				// sign flip
				offset.assign( positionGeometry.x.lessThan( 0.0 ).cond( offset.negate(), offset ) );
				// endcaps
				If( positionGeometry.y.lessThan( 0.0 ), () => {
					offset.assign( offset.sub( dir ) );
				} ).elseif( positionGeometry.y.greaterThan( 1.0 ), () => {
					offset.assign( offset.add( dir ) );
				} );
				// adjust for linewidth
				offset.assign( offset.mul( materialLineWidth ) );
				// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
				offset.assign( offset.div( viewport.w ) );
				// select end
				clip.assign( positionGeometry.y.lessThan( 0.5 ).cond( clipStart, clipEnd ) );
				// back to clip space
				offset.assign( offset.mul( clip.w ) );
				clip.assign( clip.add( vec4( offset, 0, 0 ) ) );
			}
			return clip;
		} )();
		const closestLineToLine = tslFn( ( { p1, p2, p3, p4 } ) => {
			const p13 = p1.sub( p3 );
			const p43 = p4.sub( p3 );
			const p21 = p2.sub( p1 );
			const d1343 = p13.dot( p43 );
			const d4321 = p43.dot( p21 );
			const d1321 = p13.dot( p21 );
			const d4343 = p43.dot( p43 );
			const d2121 = p21.dot( p21 );
			const denom = d2121.mul( d4343 ).sub( d4321.mul( d4321 ) );
			const numer = d1343.mul( d4321 ).sub( d1321.mul( d4343 ) );
			const mua = numer.div( denom ).clamp();
			const mub = d1343.add( d4321.mul( mua ) ).div( d4343 ).clamp();
			return vec2( mua, mub );
		} );
		this.fragmentNode = tslFn( () => {
			const vUv = varyingProperty( 'vec2', 'vUv' );
			if ( useDash ) {
				const offsetNode = this.offsetNode ? float( this.offsetNodeNode ) : materialLineDashOffset;
				const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
				const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
				const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
				dashSize.assign( dashSizeNode );
				gapSize.assign( gapSizeNode );
				const instanceDistanceStart = attribute( 'instanceDistanceStart' );
				const instanceDistanceEnd = attribute( 'instanceDistanceEnd' );
				const lineDistance = positionGeometry.y.lessThan( 0.5 ).cond( dashScaleNode.mul( instanceDistanceStart ), materialLineScale.mul( instanceDistanceEnd ) );
				const vLineDistance = varying( lineDistance.add( materialLineDashOffset ) );
				const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
				vUv.y.lessThan( - 1.0 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
				vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX
			}
			 // force assignment into correct place in flow
			const alpha = property( 'float', 'alpha' );
			alpha.assign( 1 );
			if ( useWorldUnits ) {
				const worldStart = varyingProperty( 'vec3', 'worldStart' );
				const worldEnd = varyingProperty( 'vec3', 'worldEnd' );
				// Find the closest points on the view ray and the line segment
				const rayEnd = varyingProperty( 'vec4', 'worldPos' ).xyz.normalize().mul( 1e5 );
				const lineDir = worldEnd.sub( worldStart );
				const params = closestLineToLine( { p1: worldStart, p2: worldEnd, p3: vec3( 0.0, 0.0, 0.0 ), p4: rayEnd } );
				const p1 = worldStart.add( lineDir.mul( params.x ) );
				const p2 = rayEnd.mul( params.y );
				const delta = p1.sub( p2 );
				const len = delta.length();
				const norm = len.div( materialLineWidth );
				if ( ! useDash ) {
					if ( useAlphaToCoverage ) {
						const dnorm = norm.fwidth();
						alpha.assign( smoothstep( dnorm.negate().add( 0.5 ), dnorm.add( 0.5 ), norm ).oneMinus() );
					} else {
						norm.greaterThan( 0.5 ).discard();
					}
				}
			} else {
				// round endcaps
				if ( useAlphaToCoverage ) {
					const a = vUv.x;
					const b = vUv.y.greaterThan( 0.0 ).cond( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
					const len2 = a.mul( a ).add( b.mul( b ) );
					// force assignment out of following 'if' statement - to avoid uniform control flow errors
					const dlen = property( 'float', 'dlen' );
					dlen.assign( len2.fwidth() );
					If( vUv.y.abs().greaterThan( 1.0 ), () => {
						alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
					} );
				} else {
					If( vUv.y.abs().greaterThan( 1.0 ), () => {
						const a = vUv.x;
						const b = vUv.y.greaterThan( 0.0 ).cond( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
						const len2 = a.mul( a ).add( b.mul( b ) );
						len2.greaterThan( 1.0 ).discard();
					} );
				}
			}
			let lineColorNode;
			if ( this.lineColorNode ) {
				lineColorNode = this.lineColorNode;
			} else {
				if ( useColor ) {
					const instanceColorStart = attribute( 'instanceColorStart' );
					const instanceColorEnd = attribute( 'instanceColorEnd' );
					const instanceColor = positionGeometry.y.lessThan( 0.5 ).cond( instanceColorStart, instanceColorEnd );
					lineColorNode = instanceColor.mul( materialColor );
				} else {
					lineColorNode = materialColor;
				}
			}
			return vec4( lineColorNode, alpha );
		} )();
		this.needsUpdate = true;
	}
	get worldUnits() {
		return this.useWorldUnits;
	}
	set worldUnits( value ) {
		if ( this.useWorldUnits !== value ) {
			this.useWorldUnits = value;
			this.setupShaders();
		}
	}
	get dashed() {
		return this.useDash;
	}
	set dashed( value ) {
		if ( this.useDash !== value ) {
			this.useDash = value;
			this.setupShaders();
		}
	}
	get alphaToCoverage() {
		return this.useAlphaToCoverage;
	}
	set alphaToCoverage( value ) {
		if ( this.useAlphaToCoverage !== value ) {
			this.useAlphaToCoverage = value;
			this.setupShaders();
		}
	}
}
export default Line2NodeMaterial;
addNodeMaterial( 'Line2NodeMaterial', Line2NodeMaterial );