/** * `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial * * @param {Object} parameters */ import { MeshPhongMaterial, ShaderChunk, ShaderLib, UniformsUtils, } from 'three'; class PackedPhongMaterial extends MeshPhongMaterial { constructor( parameters ) { super(); this.defines = {}; this.type = 'PackedPhongMaterial'; this.uniforms = UniformsUtils.merge( [ ShaderLib.phong.uniforms, { quantizeMatPos: { value: null }, quantizeMatUV: { value: null } } ] ); this.vertexShader = [ '#define PHONG', 'varying vec3 vViewPosition;', ShaderChunk.common, ShaderChunk.uv_pars_vertex, ShaderChunk.uv2_pars_vertex, ShaderChunk.displacementmap_pars_vertex, ShaderChunk.envmap_pars_vertex, ShaderChunk.color_pars_vertex, ShaderChunk.fog_pars_vertex, ShaderChunk.normal_pars_vertex, ShaderChunk.morphtarget_pars_vertex, ShaderChunk.skinning_pars_vertex, ShaderChunk.shadowmap_pars_vertex, ShaderChunk.logdepthbuf_pars_vertex, ShaderChunk.clipping_planes_pars_vertex, `#ifdef USE_PACKED_NORMAL #if USE_PACKED_NORMAL == 0 vec3 decodeNormal(vec3 packedNormal) { float x = packedNormal.x * 2.0 - 1.0; float y = packedNormal.y * 2.0 - 1.0; vec2 scth = vec2(sin(x * PI), cos(x * PI)); vec2 scphi = vec2(sqrt(1.0 - y * y), y); return normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) ); } #endif #if USE_PACKED_NORMAL == 1 vec3 decodeNormal(vec3 packedNormal) { vec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y)); if (v.z < 0.0) { v.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0); } return normalize(v); } #endif #if USE_PACKED_NORMAL == 2 vec3 decodeNormal(vec3 packedNormal) { vec3 v = (packedNormal * 2.0) - 1.0; return normalize(v); } #endif #endif`, `#ifdef USE_PACKED_POSITION #if USE_PACKED_POSITION == 0 uniform mat4 quantizeMatPos; #endif #endif`, `#ifdef USE_PACKED_UV #if USE_PACKED_UV == 1 uniform mat3 quantizeMatUV; #endif #endif`, `#ifdef USE_PACKED_UV #if USE_PACKED_UV == 0 vec2 decodeUV(vec2 packedUV) { vec2 uv = (packedUV * 2.0) - 1.0; return uv; } #endif #if USE_PACKED_UV == 1 vec2 decodeUV(vec2 packedUV) { vec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy; return uv; } #endif #endif`, 'void main() {', ShaderChunk.uv_vertex, `#ifdef USE_UV #ifdef USE_PACKED_UV vUv = decodeUV(vUv); #endif #endif`, ShaderChunk.uv2_vertex, ShaderChunk.color_vertex, ShaderChunk.beginnormal_vertex, `#ifdef USE_PACKED_NORMAL objectNormal = decodeNormal(objectNormal); #endif #ifdef USE_TANGENT vec3 objectTangent = vec3( tangent.xyz ); #endif `, ShaderChunk.morphnormal_vertex, ShaderChunk.skinbase_vertex, ShaderChunk.skinnormal_vertex, ShaderChunk.defaultnormal_vertex, ShaderChunk.normal_vertex, ShaderChunk.begin_vertex, `#ifdef USE_PACKED_POSITION #if USE_PACKED_POSITION == 0 transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz; #endif #endif`, ShaderChunk.morphtarget_vertex, ShaderChunk.skinning_vertex, ShaderChunk.displacementmap_vertex, ShaderChunk.project_vertex, ShaderChunk.logdepthbuf_vertex, ShaderChunk.clipping_planes_vertex, 'vViewPosition = - mvPosition.xyz;', ShaderChunk.worldpos_vertex, ShaderChunk.envmap_vertex, ShaderChunk.shadowmap_vertex, ShaderChunk.fog_vertex, '}', ].join( '\n' ); // Use the original MeshPhongMaterial's fragmentShader. this.fragmentShader = [ '#define PHONG', 'uniform vec3 diffuse;', 'uniform vec3 emissive;', 'uniform vec3 specular;', 'uniform float shininess;', 'uniform float opacity;', ShaderChunk.common, ShaderChunk.packing, ShaderChunk.dithering_pars_fragment, ShaderChunk.color_pars_fragment, ShaderChunk.uv_pars_fragment, ShaderChunk.uv2_pars_fragment, ShaderChunk.map_pars_fragment, ShaderChunk.alphamap_pars_fragment, ShaderChunk.aomap_pars_fragment, ShaderChunk.lightmap_pars_fragment, ShaderChunk.emissivemap_pars_fragment, ShaderChunk.envmap_common_pars_fragment, ShaderChunk.envmap_pars_fragment, ShaderChunk.fog_pars_fragment, ShaderChunk.bsdfs, ShaderChunk.lights_pars_begin, ShaderChunk.normal_pars_fragment, ShaderChunk.lights_phong_pars_fragment, ShaderChunk.shadowmap_pars_fragment, ShaderChunk.bumpmap_pars_fragment, ShaderChunk.normalmap_pars_fragment, ShaderChunk.specularmap_pars_fragment, ShaderChunk.logdepthbuf_pars_fragment, ShaderChunk.clipping_planes_pars_fragment, 'void main() {', ShaderChunk.clipping_planes_fragment, 'vec4 diffuseColor = vec4( diffuse, opacity );', 'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );', 'vec3 totalEmissiveRadiance = emissive;', ShaderChunk.logdepthbuf_fragment, ShaderChunk.map_fragment, ShaderChunk.color_fragment, ShaderChunk.alphamap_fragment, ShaderChunk.alphatest_fragment, ShaderChunk.specularmap_fragment, ShaderChunk.normal_fragment_begin, ShaderChunk.normal_fragment_maps, ShaderChunk.emissivemap_fragment, // accumulation ShaderChunk.lights_phong_fragment, ShaderChunk.lights_fragment_begin, ShaderChunk.lights_fragment_maps, ShaderChunk.lights_fragment_end, // modulation ShaderChunk.aomap_fragment, 'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;', ShaderChunk.envmap_fragment, 'gl_FragColor = vec4( outgoingLight, diffuseColor.a );', ShaderChunk.tonemapping_fragment, ShaderChunk.encodings_fragment, ShaderChunk.fog_fragment, ShaderChunk.premultiplied_alpha_fragment, ShaderChunk.dithering_fragment, '}', ].join( '\n' ); this.setValues( parameters ); } } export { PackedPhongMaterial };