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