You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
106 lines
2.4 KiB
106 lines
2.4 KiB
import NodeMaterial from './NodeMaterial.js';
|
|
import { SpriteMaterial } from 'three';
|
|
import {
|
|
vec2, vec3, vec4,
|
|
uniform, add, mul, sub,
|
|
positionLocal, length, cos, sin,
|
|
modelViewMatrix, cameraProjectionMatrix, modelWorldMatrix, materialRotation
|
|
} from '../shadernode/ShaderNodeElements.js';
|
|
|
|
const defaultValues = new SpriteMaterial();
|
|
|
|
class SpriteNodeMaterial extends NodeMaterial {
|
|
|
|
constructor( parameters ) {
|
|
|
|
super();
|
|
|
|
this.isSpriteNodeMaterial = true;
|
|
|
|
this.lights = true;
|
|
|
|
this.colorNode = null;
|
|
this.opacityNode = null;
|
|
|
|
this.alphaTestNode = null;
|
|
|
|
this.lightNode = null;
|
|
|
|
this.positionNode = null;
|
|
this.rotationNode = null;
|
|
this.scaleNode = null;
|
|
|
|
this.setDefaultValues( defaultValues );
|
|
|
|
this.setValues( parameters );
|
|
|
|
}
|
|
|
|
generatePosition( builder ) {
|
|
|
|
// < VERTEX STAGE >
|
|
|
|
const { positionNode, rotationNode, scaleNode } = this;
|
|
|
|
const vertex = positionLocal;
|
|
|
|
let mvPosition = mul( modelViewMatrix, positionNode ? vec4( positionNode.xyz, 1 ) : vec4( 0, 0, 0, 1 ) );
|
|
|
|
let scale = vec2(
|
|
length( vec3( modelWorldMatrix[ 0 ].x, modelWorldMatrix[ 0 ].y, modelWorldMatrix[ 0 ].z ) ),
|
|
length( vec3( modelWorldMatrix[ 1 ].x, modelWorldMatrix[ 1 ].y, modelWorldMatrix[ 1 ].z ) )
|
|
);
|
|
|
|
if ( scaleNode !== null ) {
|
|
|
|
scale = mul( scale, scaleNode );
|
|
|
|
}
|
|
|
|
let alignedPosition = vertex.xy;
|
|
|
|
if ( builder.object.center?.isVector2 === true ) {
|
|
|
|
alignedPosition = sub( alignedPosition, sub( uniform( builder.object.center ), vec2( 0.5 ) ) );
|
|
|
|
}
|
|
|
|
alignedPosition = mul( alignedPosition, scale );
|
|
|
|
const rotation = rotationNode || materialRotation;
|
|
|
|
const rotatedPosition = vec2(
|
|
sub( mul( cos( rotation ), alignedPosition.x ), mul( sin( rotation ), alignedPosition.y ) ),
|
|
add( mul( sin( rotation ), alignedPosition.x ), mul( cos( rotation ), alignedPosition.y ) )
|
|
);
|
|
|
|
mvPosition = vec4( add( mvPosition.xy, rotatedPosition.xy ), mvPosition.z, mvPosition.w );
|
|
|
|
const modelViewProjection = mul( cameraProjectionMatrix, mvPosition );
|
|
|
|
builder.context.vertex = vertex;
|
|
|
|
builder.addFlow( 'vertex', modelViewProjection );
|
|
|
|
}
|
|
|
|
copy( source ) {
|
|
|
|
this.colorNode = source.colorNode;
|
|
this.opacityNode = source.opacityNode;
|
|
|
|
this.alphaTestNode = source.alphaTestNode;
|
|
|
|
this.lightNode = source.lightNode;
|
|
|
|
this.positionNode = source.positionNode;
|
|
this.rotationNode = source.rotationNode;
|
|
this.scaleNode = source.scaleNode;
|
|
|
|
return super.copy( source );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
export default SpriteNodeMaterial;
|
|
|