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169 lines
4.4 KiB
169 lines
4.4 KiB
2 years ago
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import NodeMaterial from './NodeMaterial.js';
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import {
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float, vec3, vec4, normalView, add, context,
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assign, label, mul, invert, mix, texture, uniform,
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materialRoughness, materialMetalness, materialEmissive
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} from '../shadernode/ShaderNodeElements.js';
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import LightsNode from '../lighting/LightsNode.js';
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import EnvironmentNode from '../lighting/EnvironmentNode.js';
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import AONode from '../lighting/AONode.js';
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import getRoughness from '../functions/material/getRoughness.js';
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import PhysicalLightingModel from '../functions/PhysicalLightingModel.js';
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import NormalMapNode from '../display/NormalMapNode.js';
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import { MeshStandardMaterial } from 'three';
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const defaultValues = new MeshStandardMaterial();
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export default class MeshStandardNodeMaterial extends NodeMaterial {
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constructor( parameters ) {
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super();
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this.isMeshStandardNodeMaterial = true;
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this.colorNode = null;
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this.opacityNode = null;
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this.alphaTestNode = null;
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this.normalNode = null;
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this.emissiveNode = null;
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this.metalnessNode = null;
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this.roughnessNode = null;
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this.envNode = null;
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this.lightsNode = null;
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this.positionNode = null;
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this.setDefaultValues( defaultValues );
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this.setValues( parameters );
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}
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build( builder ) {
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this.generatePosition( builder );
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const colorNodes = this.generateDiffuseColor( builder );
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const { colorNode } = colorNodes;
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let { diffuseColorNode } = colorNodes;
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const envNode = this.envNode || builder.scene.environmentNode;
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diffuseColorNode = this.generateStandardMaterial( builder, { colorNode, diffuseColorNode } );
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if ( this.lightsNode ) builder.lightsNode = this.lightsNode;
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const materialLightsNode = [];
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if ( envNode ) {
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materialLightsNode.push( new EnvironmentNode( envNode ) );
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}
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if ( builder.material.aoMap ) {
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materialLightsNode.push( new AONode( texture( builder.material.aoMap ) ) );
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}
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if ( materialLightsNode.length > 0 ) {
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builder.lightsNode = new LightsNode( [ ...builder.lightsNode.lightNodes, ...materialLightsNode ] );
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}
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const outgoingLightNode = this.generateLight( builder, { diffuseColorNode, lightingModelNode: PhysicalLightingModel } );
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this.generateOutput( builder, { diffuseColorNode, outgoingLightNode } );
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}
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generateStandardMaterial( builder, { colorNode, diffuseColorNode } ) {
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const { material } = builder;
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// METALNESS
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let metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
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metalnessNode = builder.addFlow( 'fragment', label( metalnessNode, 'Metalness' ) );
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builder.addFlow( 'fragment', assign( diffuseColorNode, vec4( mul( diffuseColorNode.rgb, invert( metalnessNode ) ), diffuseColorNode.a ) ) );
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// ROUGHNESS
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let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
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roughnessNode = getRoughness.call( { roughness: roughnessNode } );
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builder.addFlow( 'fragment', label( roughnessNode, 'Roughness' ) );
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// SPECULAR COLOR
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const specularColorNode = mix( vec3( 0.04 ), colorNode.rgb, metalnessNode );
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builder.addFlow( 'fragment', label( specularColorNode, 'SpecularColor' ) );
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// NORMAL VIEW
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const normalNode = this.normalNode ? vec3( this.normalNode ) : ( material.normalMap ? new NormalMapNode( texture( material.normalMap ), uniform( material.normalScale ) ) : normalView );
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builder.addFlow( 'fragment', label( normalNode, 'TransformedNormalView' ) );
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return diffuseColorNode;
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}
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generateLight( builder, { diffuseColorNode, lightingModelNode, lightsNode = builder.lightsNode } ) {
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const renderer = builder.renderer;
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// OUTGOING LIGHT
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let outgoingLightNode = super.generateLight( builder, { diffuseColorNode, lightingModelNode, lightsNode } );
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// EMISSIVE
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outgoingLightNode = add( vec3( this.emissiveNode || materialEmissive ), outgoingLightNode );
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// TONE MAPPING
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if ( renderer.toneMappingNode ) outgoingLightNode = context( renderer.toneMappingNode, { color: outgoingLightNode } );
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return outgoingLightNode;
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}
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copy( source ) {
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this.colorNode = source.colorNode;
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this.opacityNode = source.opacityNode;
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this.alphaTestNode = source.alphaTestNode;
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this.normalNode = source.normalNode;
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this.emissiveNode = source.emissiveNode;
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this.metalnessNode = source.metalnessNode;
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this.roughnessNode = source.roughnessNode;
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this.envNode = source.envNode;
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this.lightsNode = source.lightsNode;
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this.positionNode = source.positionNode;
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return super.copy( source );
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}
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}
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