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  • Deconstructing the 35mm Website: A Look at the Process and Technical Details

    Deconstructing the 35mm Website: A Look at the Process and Technical Details


    The Idea Behind the Project

    This project primarily serves as a technical demo and learning material. It began when I decided to start learning Blender. I followed a few tutorials, then decided to do a small project using it—so I chose to create the Canon F-1 camera!

    After that, I decided to export the project to Three.js to add some cool post-processing shader effects. I wanted to create a sketch effect similar to what I had seen in some repair guides.

    After spending a few hours experimenting with it, I decided to integrate it into a fully functional website featuring some cool shaders and 3D effects!

    In this article, I’m going to walk through some of the key features of the site and provide a technical breakdown, assuming you already have a basic or beginner-level understanding of Three.js and shaders.

    1. The Edge Detection Shader

    Three.js includes a built-in edge detection shader called SobelOperatorShader. Basically, it detects edges based on color contrast—it draws a line between two areas with a strong enough difference in color.

    To make my effect work the way I want, I need to assign a unique color to each area I want to highlight on my model. This way, Three.js will draw a line around those areas.

    Here’s my model with all the materials applied:

    This way, Three.js can accurately detect each area I want to highlight!

    As you can see, the lines are not all the same intensity—some are white, while others are light gray. This is because, by default, line intensity depends on contrast: edges with lower contrast appear with lighter lines. To fix this, I manually modified the post-processing shader to make all lines fully white, regardless of contrast.

    The shader can be found in:

    node_modules/three/examples/jsm/shaders/SobelOperatorShader.js

    I copied the contents of the fragment shader into a separate file so I could freely modify it.

    uniform vec2 resolution;
    varying vec2 vUv;
    
    float sobel(sampler2D tDiffuse,vec2 texel)
    {
        // kernel definition (in glsl matrices are filled in column-major order)
    
        const mat3 Gx = mat3( -1, -2, -1, 0, 0, 0, 1, 2, 1 ); // x direction kernel
        const mat3 Gy = mat3( -1, 0, 1, -2, 0, 2, -1, 0, 1 ); // y direction kernel
    
        // fetch the 3x3 neighbourhood of a fragment
    
        // first column
    
        float tx0y0 = texture2D( tDiffuse, vUv + texel * vec2( -1, -1 ) ).r;
        float tx0y1 = texture2D( tDiffuse, vUv + texel * vec2( -1,  0 ) ).r;
        float tx0y2 = texture2D( tDiffuse, vUv + texel * vec2( -1,  1 ) ).r;
    
        // second column
    
        float tx1y0 = texture2D( tDiffuse, vUv + texel * vec2(  0, -1 ) ).r;
        float tx1y1 = texture2D( tDiffuse, vUv + texel * vec2(  0,  0 ) ).r;
        float tx1y2 = texture2D( tDiffuse, vUv + texel * vec2(  0,  1 ) ).r;
    
        // third column
    
        float tx2y0 = texture2D( tDiffuse, vUv + texel * vec2(  1, -1 ) ).r;
        float tx2y1 = texture2D( tDiffuse, vUv + texel * vec2(  1,  0 ) ).r;
        float tx2y2 = texture2D( tDiffuse, vUv + texel * vec2(  1,  1 ) ).r;
    
        // gradient value in x direction
    
        float valueGx = Gx[0][0] * tx0y0 + Gx[1][0] * tx1y0 + Gx[2][0] * tx2y0 +
            Gx[0][1] * tx0y1 + Gx[1][1] * tx1y1 + Gx[2][1] * tx2y1 +
            Gx[0][2] * tx0y2 + Gx[1][2] * tx1y2 + Gx[2][2] * tx2y2;
    
        // gradient value in y direction
    
        float valueGy = Gy[0][0] * tx0y0 + Gy[1][0] * tx1y0 + Gy[2][0] * tx2y0 +
            Gy[0][1] * tx0y1 + Gy[1][1] * tx1y1 + Gy[2][1] * tx2y1 +
            Gy[0][2] * tx0y2 + Gy[1][2] * tx1y2 + Gy[2][2] * tx2y2;
    
        // magnitute of the total gradient
    
        float G = sqrt( ( valueGx * valueGx ) + ( valueGy * valueGy ) );
    
        return G;
    }
    
    
    void main() {
    
        vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );
        
        vec4 t = texture2D(tDiffuse,vUv);    
    
        float G = sobel(t,texel);
        G= G > 0.001 ? 1. : 0.;
            
        gl_FragColor = vec4(vec3(G),1.0);
    
        #include <colorspace_fragment>
    }

    What I’m doing here is moving all the edge detection logic into the Sobel function. Then, I pass the tDiffuse texture—which is the composer’s render—to this function.

    This way, I can modify the output of the edge detection shader before passing it back to the composer:

    float G = sobel(t,texel);
    G= G > 0.001 ? 1. : 0.;

    G represents the intensity of the edge detection. It’s a single value because the lines are monochrome. G ranges from 0 to 1, where 0 means full black (no edge detected) and 1 means full white (strong contrast detected).

    As mentioned earlier, this value depends on the contrast. What I’m doing in the second line is forcing G to be 1 if it’s above a certain threshold (I chose 0.001, but you could pick a smaller value if you want).

    This way I can get all the edges to have the same intensity.

    Here’s how I’m applying the custom fragment shader to the Sobel Operator shader pass:

    import { SobelOperatorShader } from "three/addons/shaders/SobelOperatorShader.js"
    import { ShaderPass } from "three/addons/postprocessing/ShaderPass.js"
    
    
    export default class CannonF1 {
        constructor() {
            //....code
        }
    
        setupPostprocessing()
        {
    
            SobelOperatorShader.fragmentShader = sobelFragment
    
            this.effectSobel = new ShaderPass(SobelOperatorShader)
            this.effectSobel.uniforms["resolution"].value.x =
            window.innerWidth * Math.min(window.devicePixelRatio, 2)
            this.effectSobel.uniforms["resolution"].value.y =
            window.innerHeight * Math.min(window.devicePixelRatio, 2)
    
            this.composer.addPass(this.effectSobel)
        }
    }

    2. The Mesh Highlight on Hover Effect

    Next, let’s take a look at the lens parts section.

    This is mainly achieved using a Three.js utility called RenderTarget.

    A render target is a buffer where the GPU draws pixels for a scene being rendered off-screen. It’s commonly used in effects like post-processing, where the rendered image is processed before being displayed on the screen.

    Basically, this allows me to render my scene twice per frame: once with only the highlighted mesh, and once without it.

    First I setup the render targets:

    /* 
      ....Code 
    */
    
    createRenderTargets() {
        const sizes = {
          width:
            window.innerWidth * Math.ceil(Math.min(2, window.devicePixelRatio)),
          height:
            window.innerHeight * Math.ceil(Math.min(2, window.devicePixelRatio)),
        }
    
        this.renderTargetA = new THREE.WebGLRenderTarget(
          sizes.width,
          sizes.height,
          rtParams
        )
    
        this.renderTargetB = new THREE.WebGLRenderTarget(
          sizes.width,
          sizes.height,
          rtParams
        )
      }
    
    /* 
      ...Code 
    */

    Then, using three.js Raycaster, I can retrieve the uuid of the mesh that is being hoverer on:

    onMouseMove(event: MouseEvent) {
        this.mouse.x = (event.clientX / window.innerWidth) * 2 - 1
        this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1
    
        this.raycaster.setFromCamera(this.mouse, this.camera)
        const intersects = this.raycaster.intersectObjects(this.scene.children)
        const target = intersects[0]
    
        if (target && "material" in target.object) {
          const targetMesh = intersects[0].object as THREE.Mesh
          this.cannonF1?.onSelectMesh(targetMesh.uuid)
        } else {
          this.cannonF1?.onSelectMesh()
        }
      }

    In the onSelectMesh method, I set the value of this.selectedMeshName to the name of the mesh group that contains the target mesh from the Raycaster (I’m using names to refer to groups of meshes).

    This way, in my render loop, I can create two distinct renders:

    • One render (renderTargetA) with all the meshes except the hovered mesh
    • Another render (renderTargetB) with only the hovered mesh
    render() {
        // Render renderTargetA
        this.modelChildren.forEach((mesh) => {
          if (this.mesheUuidToName[mesh.uuid] === this.selectedMeshName) {
            mesh.visible = false
          } else {
            mesh.visible = true
          }
        })
    
        this.renderer.setRenderTarget(this.renderTargetA)
        this.renderer.render(this.scene, this.camera)
    
        // Render renderTargetB
        this.modelChildren.forEach((mesh) => {
          if (this.mesheUuidToName[mesh.uuid] === this.selectedMeshName) {
            mesh.visible = true
          } else {
            mesh.visible = false
          }
        })
        if (this.targetedMesh) {
          this.targetedMesh.children.forEach((child) => {
            child.visible = true
          })
        }
    
        this.renderer.setRenderTarget(this.renderTargetB)
        this.renderer.render(this.scene, this.camera)
    
        this.modelChildren.forEach((mesh) => {
          mesh.visible = false
        })    
    
        this.effectSobel.uniforms.tDiffuse1.value = this.renderTargetA.texture
        this.effectSobel.uniforms.tDiffuse2.value = this.renderTargetB.texture
    
        this.renderer.setRenderTarget(null)
      }

    This is what the renderTargetA render looks like:

    …and renderTargetB:

    As you can see, I’m sending both renders as texture uniforms to the effectSobel shader. The post-processing shader then “merges” these two renders into a single output.

    At this point, we have two renders of the scene, and the post-processing shader needs to decide which one to display. Initially, I thought of simply combining them by adding the two textures together, but that didn’t produce the correct result:

    What I needed was a way to hide the pixels of one render when they are “covered” by pixels from another render.

    To achieve this, I used the distance of each vertex from the camera. This meant I had to go through all the meshes in the model and modify their materials. However, since the mesh colors are important for the edge detection effect, I couldn’t change their colors.

    Instead, I used the alpha channel of each individual vertex to set the distance from the camera.

    #include <common>
    
    varying vec3 vPosition;
    uniform vec3 uColor;
    
    float normalizeRange(float value, float oldMin, float oldMax, float newMin, float newMax) {
        float normalized = (value - oldMin) / (oldMax - oldMin);
        
        return newMin + (newMax - newMin) * normalized;
    }
    
    void main()
    {
        float dist = distance(vPosition,cameraPosition);
    
        float l = luminance( uColor );
    
        gl_FragColor=vec4(vec3(l),normalizeRange(dist,0.,20.,0.,1.));
    
        #include <colorspace_fragment>
    }

    Here’s an explanation of this shader:

    • First, the luminance function is a built-in Three.js shader utility imported from the <common> module. It’s recommended to use this function with the Sobel effect to improve edge detection results.
    • The uColor value represents the initial color of the mesh.
    • The dist value calculates the distance between the vertex position (passed from the vertex shader via a varying) and the camera, using the built-in cameraPosition variable in Three.js shaders.
    • Finally, I pass this distance through the alpha channel. Since the alpha value can’t exceed 1, I use a normalized version of the distance.

    And here is the updated logic for the postprocessing shader:

    uniform sampler2D tDiffuse;
    uniform sampler2D tDiffuse1;
    uniform sampler2D tDiffuse2;
    uniform vec2 resolution;
    varying vec2 vUv;
    
    float sobel(sampler2D tDiffuse,vec2 texel)
    {
        //sobel operator
    }
    
    
    void main() {
    
        vec2 texel = vec2( 1.0 / resolution.x, 1.0 / resolution.y );
        
        vec4 t = texture2D(tDiffuse,vUv);
    
        vec4 t1 = texture2D(tDiffuse1,vUv);
        vec4 t2 = texture2D(tDiffuse2,vUv);     
    
        if(t1.a==0.)
        {
            t1.a = 1.;
        }
        if(t2.a==0.)
        {
            t2.a = 1.;
        }
    
    
        float G = sobel(tDiffuse1,texel);
        G= G > 0.001 ? 1. : 0.;
        float Gs = sobel(tDiffuse2,texel);
        Gs = Gs > 0.001 ? 1. : 0.;
        
        vec4 s1 = vec4(vec3(G),1.);
        
        vec4 s2 = vec4(vec3(Gs),1.);    
        
        vec4 sobelTexture = vec4(vec3(0.),1.);
    
    
        if(t1.a>t2.a)
        {
            sobelTexture = s2;       
        }    
        else{
            sobelTexture = s1;
        }    
    
            
        gl_FragColor = sobelTexture;
    
        #include <colorspace_fragment>
    }

    Now that the alpha channel of the textures contains the distance to the camera, I can simply compare them and display the render that have the closer vertices to the camera.

    3. The Film Roll Effect

    Next is this film roll component that moves and twist on scroll.

    This effect is achieved using only shaders, the component is a single plane component with a shader material.

    All the data is sent to the shader through uniforms:

    export default class Film {  
      constructor() {
        //...code
      }
    
      createGeometry() {
        this.geometry = new THREE.PlaneGeometry(
          60,
          2,
          100,
          10
        )
      }
    
      createMaterial() {
        this.material = new THREE.ShaderMaterial({
          vertexShader,
          fragmentShader,
          side: THREE.DoubleSide,
          transparent: true,
          depthWrite: false,
          blending: THREE.CustomBlending,
          blendEquation: THREE.MaxEquation,
          blendSrc: THREE.SrcAlphaFactor,
          blendDst: THREE.OneMinusSrcAlphaFactor,
          uniforms: {
            uPlaneWidth: new THREE.Uniform(this.geometry.parameters.width),
            uRadius: new THREE.Uniform(2),
            uXZfreq: new THREE.Uniform(3.525),
            uYfreq: new THREE.Uniform(2.155),
            uOffset: new THREE.Uniform(0),
            uAlphaMap: new THREE.Uniform(
              window.preloader.loadTexture(
                "./alpha-map.jpg",
                "film-alpha-map",
                (texture) => {
                  texture.wrapS = THREE.RepeatWrapping
                  const { width, height } = texture.image
                  this.material.uniforms.uAlphaMapResolution.value =
                    new THREE.Vector2(width, height)
                }
              )
            ),
            //uImages: new THREE.Uniform(new THREE.Vector4()),
            uImages: new THREE.Uniform(
              window.preloader.loadTexture(
                "/film-texture.png",
                "film-image-texture",
                (tex) => {
                  tex.wrapS = THREE.RepeatWrapping
                }
              )
            ),
            uRepeatFactor: new THREE.Uniform(this.repeatFactor),
            uImagesCount: new THREE.Uniform(this.images.length * this.repeatFactor),
            uAlphaMapResolution: new THREE.Uniform(new THREE.Vector2()),
            uFilmColor: new THREE.Uniform(window.colors.orange1),
          },
        })
      }  
    
      createMesh() {
        this.mesh = new THREE.Mesh(this.geometry, this.material)
        this.scene.add(this.mesh)
      }
    }

    The main vertex shader uniforms are:

    • uRadius is the radius of the cylinder shape
    • uXZfreq is the frequency of the twists on the (X,Z) plane
    • uYfreq is a cylinder height factor
    • uOffset is the vertical offset of the roll when you scroll up and down

    Here is how they are used in the vertex shader:

    #define PI 3.14159265359
    
    uniform float uPlaneWidth;
    uniform float uXZfreq;
    uniform float uYfreq;
    varying vec2 vUv;
    uniform float uOffset;
    varying vec3 vPosition;
    uniform float uRadius;
    
    void main()
    {
        vec3 np = position;
        float theta = -(PI*np.x)/(uPlaneWidth*0.5);
    
    
        np.x=cos(uXZfreq*theta+uOffset)*uRadius;
        np.y+=theta*uYfreq;
        np.z=sin(uXZfreq*theta+uOffset)*uRadius;
        
        vec4 modelPosition = modelMatrix * vec4(np, 1.0);
    
        
        vec4 viewPosition = viewMatrix * modelPosition;
        vec4 projectedPosition = projectionMatrix * viewPosition;
        gl_Position = projectedPosition;    
    
    
        vUv=uv;
        vPosition=np;
    }

    As you can see they are used to modify the initial position attribute to give it the shape of a cylinder. the modified position’s X Y and Z factors are using uOffset in their frequency. this uniform is linked to a Scrolltrigger timeline that will give the twist on scroll effect.

    const tl = gsap.timeline({
      scrollTrigger: {
        trigger: this.section,
        start: "top bottom",
        end: "bottom top",
        scrub: true,
        invalidateOnRefresh: true,        
      },
    })    
    
    tl.to(
      this.material.uniforms.uOffset,
      {
        value: 10,
        duration: 1,
      },
      0
    )

    Conclusion

    That’s it for the most part! Don’t feel frustrated if you don’t understand everything right away—I often got stuck for days on certain parts and didn’t know every technical detail before I started building.

    I learned so much from this project, and I hope you’ll find it just as useful!

    Thank you for reading, and thanks to Codrops for featuring me again!



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  • An In-Depth Look at CallerMemberName (and some Compile-Time trivia) &vert; Code4IT

    An In-Depth Look at CallerMemberName (and some Compile-Time trivia) | Code4IT


    Let’s dive deep into the CallerMemberName attribute and explore its usage from multiple angles. We’ll see various methods of invoking it, shedding light on how it is defined at compile time.

    Table of Contents

    Just a second! 🫷
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    So, you know that storage, networking, and domain management have a cost .

    If you want to support this blog, please ensure that you have disabled the adblocker for this site.
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    Thank you for your understanding.
    Davide

    Method names change. And, if you are using method names in some places specifying them manually, you’ll spend a lot of time updating them.

    Luckily for us, in C#, we can use an attribute named CallerMemberName.

    This attribute can be applied to a parameter in the method signature so that its runtime value is the caller method’s name.

    public void SayMyName([CallerMemberName] string? methodName = null) =>
     Console.WriteLine($"The method name is {methodName ?? "NULL"}!");
    

    It’s important to note that the parameter must be a nullable string: this way if the caller sets its value, the actual value is set. Otherwise, the name of the caller method is used. Well, if the caller method has a name! 👀

    Getting the caller method’s name via direct execution

    The easiest example is the direct call:

    private void DirectCall()
    {
      Console.WriteLine("Direct call:");
      SayMyName();
    }
    

    Here, the method prints:

    Direct call:
    The method name is DirectCall!
    

    In fact, we are not specifying the value of the methodName parameter in the SayMyName method, so it defaults to the caller’s name: DirectCall.

    CallerMemberName when using explicit parameter name

    As we already said, we can specify the value:

    private void DirectCallWithOverriddenName()
    {
      Console.WriteLine("Direct call with overridden name:");
      SayMyName("Walter White");
    }
    

    Prints:

    Direct call with overridden name:
    The method name is Walter White!
    

    It’s important to note that the compiler sets the methodName parameter only if it is not otherwise specified.

    This means that if you call SayMyName(null), the value will be null – because you explicitly declared the value.

    private void DirectCallWithNullName()
    {
      Console.WriteLine("Direct call with null name:");
      SayMyName(null);
    }
    

    The printed text is then:

    Direct call with null name:
    The method name is NULL!
    

    CallerMemberName when the method is called via an Action

    Let’s see what happens when calling it via an Action:

    public void CallViaAction()
    {
      Console.WriteLine("Calling via Action:");
    
      Action<int> action = (_) => SayMyName();
      var singleElement = new List<int> { 1 };
      singleElement.ForEach(s => action(s));
    }
    

    This method prints this text:

    Calling via Action:
    The method name is CallViaAction!
    

    Now, things get interesting: the CallerMemberName attribute recognizes the method’s name that contains the overall expression, not just the actual caller.

    We can see that, syntactically, the caller is the ForEach method (which is a method of the List<T> class). But, in the final result, the ForEach method is ignored, as the method is actually called by the CallViaAction method.

    This can be verified by accessing the compiler-generated code, for example by using Sharplab.

    Compiled code of Action with pre-set method name

    At compile time, since no value is passed to the SayMyName method, it gets autopopulated with the parent method name. Then, the ForEach method calls SayMyName, but the methodName is already defined at compiled time.

    Lambda executions and the CallerMemberName attribute

    The same behaviour occurs when using lambdas:

    private void CallViaLambda()
    {
      Console.WriteLine("Calling via lambda expression:");
    
      void lambdaCall() => SayMyName();
      lambdaCall();
    }
    

    The final result prints out the name of the caller method.

    Calling via lambda expression:
    The method name is CallViaLambda!
    

    Again, the magic happens at compile time:

    Compiled code for a lambda expression

    The lambda is compiled into this form:

    [CompilerGenerated]
    private void <CallViaLambda>g__lambdaCall|0_0()
    {
      SayMyName("CallViaLambda");
    }
    

    Making the parent method name available.

    CallerMemberName when invoked from a Dynamic type

    What if we try to execute the SayMyName method by accessing the root class (in this case, CallerMemberNameTests) as a dynamic type?

    private void CallViaDynamicInvocation()
    {
      Console.WriteLine("Calling via dynamic invocation:");
    
      dynamic dynamicInstance = new CallerMemberNameTests(null);
      dynamicInstance.SayMyName();
    }
    

    Oddly enough, the attribute does not work as could have expected, but it prints NULL:

    Calling via dynamic invocation:
    The method name is NULL!
    

    This happens because, at compile time, there is no reference to the caller method.

    private void CallViaDynamicInvocation()
    {
      Console.WriteLine("Calling via dynamic invocation:");
      
      object arg = new C();
      if (<>o__0.<>p__0 == null)
      {
        Type typeFromHandle = typeof(C);
        CSharpArgumentInfo[] array = new CSharpArgumentInfo[1];
        array[0] = CSharpArgumentInfo.Create(CSharpArgumentInfoFlags.None, null);
        <>o__0.<>p__0 = CallSite<Action<CallSite, object>>.Create(Microsoft.CSharp.RuntimeBinder.Binder.InvokeMember(CSharpBinderFlags.ResultDiscarded, "SayMyName", null, typeFromHandle, array));
      }
      <>o__0.<>p__0.Target(<>o__0.<>p__0, arg);
    }
    

    I have to admit that I don’t understand why this happens: if you want, drop a comment to explain to us what is going on, I’d love to learn more about it! 📩

    Event handlers can get the method name

    Then, we have custom events.

    We define events in one place, but they are executed indirectly.

    private void CallViaEventHandler()
    {
      Console.WriteLine("Calling via events:");
      var eventSource = new MyEventClass();
      eventSource.MyEvent += (sender, e) => SayMyName();
      eventSource.TriggerEvent();
    }
    
    public class MyEventClass
    {
      public event EventHandler MyEvent;
      public void TriggerEvent() =>
      // Raises an event which in our case calls SayMyName via subscribing lambda method
      MyEvent?.Invoke(this, EventArgs.Empty);
    }
    

    So, what will the result be? “Who” is the caller of this method?

    Calling via events:
    The method name is CallViaEventHandler!
    

    Again, it all boils down to how the method is generated at compile time: even if the actual execution is performed “asynchronously” – I know, it’s not the most obvious word for this case – at compile time the method is declared by the CallViaEventHandler method.

    CallerMemberName from the Class constructor

    Lastly, what happens when we call it from the constructor?

    public CallerMemberNameTests(IOutput output) : base(output)
    {
     Console.WriteLine("Calling from the constructor");
     SayMyName();
    }
    

    We can consider constructors to be a special kind of method, but what’s in their names? What can we find?

    Calling from the constructor
    The method name is .ctor!
    

    Yes, the actual method name is .ctor! Regardless of the class name, the constructor is considered to be a method with that specific internal name.

    Wrapping up

    In this article, we started from a “simple” topic but learned a few things about how code is compiled and the differences between runtime and compile time.

    As always, things are not as easy as they appear!

    This article first appeared on Code4IT 🐧

    I hope you enjoyed this article! Let’s keep in touch on LinkedIn, Twitter or BlueSky! 🤜🤛

    Happy coding!

    🐧





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