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237 lines
5.1 KiB
237 lines
5.1 KiB
import { Material, ShaderMaterial } from 'three';
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import { getNodesKeys, getCacheKey } from '../core/NodeUtils.js';
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import ExpressionNode from '../core/ExpressionNode.js';
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import {
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float, vec3, vec4,
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assign, label, mul, bypass, attribute,
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positionLocal, skinning, instance, modelViewProjection, lightingContext, colorSpace,
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materialAlphaTest, materialColor, materialOpacity
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} from '../shadernode/ShaderNodeElements.js';
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class NodeMaterial extends ShaderMaterial {
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constructor() {
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super();
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this.isNodeMaterial = true;
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this.type = this.constructor.name;
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this.lights = true;
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}
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build( builder ) {
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this.generatePosition( builder );
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const { lightsNode } = this;
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const { diffuseColorNode } = this.generateDiffuseColor( builder );
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const outgoingLightNode = this.generateLight( builder, { diffuseColorNode, lightsNode } );
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this.generateOutput( builder, { diffuseColorNode, outgoingLightNode } );
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}
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customProgramCacheKey() {
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return getCacheKey( this );
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}
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generatePosition( builder ) {
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const object = builder.object;
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// < VERTEX STAGE >
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let vertex = positionLocal;
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if ( this.positionNode !== null ) {
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vertex = bypass( vertex, assign( positionLocal, this.positionNode ) );
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}
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if ( object.instanceMatrix?.isInstancedBufferAttribute === true && builder.isAvailable( 'instance' ) === true ) {
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vertex = bypass( vertex, instance( object ) );
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}
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if ( object.isSkinnedMesh === true ) {
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vertex = bypass( vertex, skinning( object ) );
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}
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builder.context.vertex = vertex;
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builder.addFlow( 'vertex', modelViewProjection() );
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}
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generateDiffuseColor( builder ) {
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// < FRAGMENT STAGE >
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let colorNode = vec4( this.colorNode || materialColor );
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let opacityNode = this.opacityNode ? float( this.opacityNode ) : materialOpacity;
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// VERTEX COLORS
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if ( this.vertexColors === true && builder.geometry.hasAttribute( 'color' ) ) {
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colorNode = vec4( mul( colorNode.xyz, attribute( 'color' ) ), colorNode.a );
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}
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// COLOR
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colorNode = builder.addFlow( 'fragment', label( colorNode, 'Color' ) );
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const diffuseColorNode = builder.addFlow( 'fragment', label( colorNode, 'DiffuseColor' ) );
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// OPACITY
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opacityNode = builder.addFlow( 'fragment', label( opacityNode, 'OPACITY' ) );
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builder.addFlow( 'fragment', assign( diffuseColorNode.a, mul( diffuseColorNode.a, opacityNode ) ) );
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// ALPHA TEST
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if ( this.alphaTestNode || this.alphaTest > 0 ) {
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const alphaTestNode = this.alphaTestNode ? float( this.alphaTestNode ) : materialAlphaTest;
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builder.addFlow( 'fragment', label( alphaTestNode, 'AlphaTest' ) );
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// @TODO: remove ExpressionNode here and then possibly remove it completely
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builder.addFlow( 'fragment', new ExpressionNode( 'if ( DiffuseColor.a <= AlphaTest ) { discard; }' ) );
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}
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return { colorNode, diffuseColorNode };
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}
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generateLight( builder, { diffuseColorNode, lightingModelNode, lightsNode = builder.lightsNode } ) {
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// < ANALYTIC LIGHTS >
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// OUTGOING LIGHT
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let outgoingLightNode = diffuseColorNode.xyz;
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if ( lightsNode && lightsNode.hasLight !== false ) outgoingLightNode = builder.addFlow( 'fragment', label( lightingContext( lightsNode, lightingModelNode ), 'Light' ) );
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return outgoingLightNode;
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}
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generateOutput( builder, { diffuseColorNode, outgoingLightNode } ) {
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// OUTPUT
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let outputNode = vec4( outgoingLightNode, diffuseColorNode.a );
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// ENCODING
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outputNode = colorSpace( outputNode, builder.renderer.outputEncoding );
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// FOG
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if ( builder.fogNode ) outputNode = vec4( vec3( builder.fogNode.mix( outputNode ) ), outputNode.w );
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// RESULT
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builder.addFlow( 'fragment', label( outputNode, 'Output' ) );
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return outputNode;
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}
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setDefaultValues( values ) {
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// This approach is to reuse the native refreshUniforms*
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// and turn available the use of features like transmission and environment in core
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for ( const property in values ) {
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const value = values[ property ];
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if ( this[ property ] === undefined ) {
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this[ property ] = value?.clone?.() || value;
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}
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}
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Object.assign( this.defines, values.defines );
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}
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toJSON( meta ) {
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const isRoot = ( meta === undefined || typeof meta === 'string' );
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if ( isRoot ) {
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meta = {
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textures: {},
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images: {},
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nodes: {}
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};
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}
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const data = Material.prototype.toJSON.call( this, meta );
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const nodeKeys = getNodesKeys( this );
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data.inputNodes = {};
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for ( const name of nodeKeys ) {
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data.inputNodes[ name ] = this[ name ].toJSON( meta ).uuid;
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}
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// TODO: Copied from Object3D.toJSON
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function extractFromCache( cache ) {
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const values = [];
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for ( const key in cache ) {
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const data = cache[ key ];
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delete data.metadata;
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values.push( data );
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}
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return values;
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}
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if ( isRoot ) {
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const textures = extractFromCache( meta.textures );
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const images = extractFromCache( meta.images );
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const nodes = extractFromCache( meta.nodes );
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if ( textures.length > 0 ) data.textures = textures;
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if ( images.length > 0 ) data.images = images;
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if ( nodes.length > 0 ) data.nodes = nodes;
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}
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return data;
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}
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static fromMaterial( /*material*/ ) { }
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}
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export default NodeMaterial;
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