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251 lines
6.1 KiB
251 lines
6.1 KiB
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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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import {
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MeshPhongMaterial,
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ShaderChunk,
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ShaderLib,
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UniformsUtils,
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} from 'three';
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class PackedPhongMaterial extends 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 = UniformsUtils.merge( [
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ShaderLib.phong.uniforms,
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{
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quantizeMatPos: { value: null },
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quantizeMatUV: { value: null }
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}
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] );
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this.vertexShader = [
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'#define PHONG',
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'varying vec3 vViewPosition;',
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ShaderChunk.common,
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ShaderChunk.uv_pars_vertex,
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ShaderChunk.uv2_pars_vertex,
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ShaderChunk.displacementmap_pars_vertex,
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ShaderChunk.envmap_pars_vertex,
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ShaderChunk.color_pars_vertex,
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ShaderChunk.fog_pars_vertex,
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ShaderChunk.normal_pars_vertex,
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ShaderChunk.morphtarget_pars_vertex,
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ShaderChunk.skinning_pars_vertex,
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ShaderChunk.shadowmap_pars_vertex,
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ShaderChunk.logdepthbuf_pars_vertex,
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ShaderChunk.clipping_planes_pars_vertex,
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`#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`,
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`#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`,
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`#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`,
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`#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`,
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'void main() {',
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ShaderChunk.uv_vertex,
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`#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`,
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ShaderChunk.uv2_vertex,
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ShaderChunk.color_vertex,
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ShaderChunk.beginnormal_vertex,
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`#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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`,
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ShaderChunk.morphnormal_vertex,
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ShaderChunk.skinbase_vertex,
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ShaderChunk.skinnormal_vertex,
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ShaderChunk.defaultnormal_vertex,
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ShaderChunk.normal_vertex,
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ShaderChunk.begin_vertex,
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`#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`,
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ShaderChunk.morphtarget_vertex,
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ShaderChunk.skinning_vertex,
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ShaderChunk.displacementmap_vertex,
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ShaderChunk.project_vertex,
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ShaderChunk.logdepthbuf_vertex,
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ShaderChunk.clipping_planes_vertex,
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'vViewPosition = - mvPosition.xyz;',
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ShaderChunk.worldpos_vertex,
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ShaderChunk.envmap_vertex,
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ShaderChunk.shadowmap_vertex,
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ShaderChunk.fog_vertex,
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'}',
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].join( '\n' );
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// Use the original MeshPhongMaterial's fragmentShader.
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this.fragmentShader = [
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'#define PHONG',
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'uniform vec3 diffuse;',
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'uniform vec3 emissive;',
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'uniform vec3 specular;',
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'uniform float shininess;',
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'uniform float opacity;',
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ShaderChunk.common,
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ShaderChunk.packing,
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ShaderChunk.dithering_pars_fragment,
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ShaderChunk.color_pars_fragment,
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ShaderChunk.uv_pars_fragment,
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ShaderChunk.uv2_pars_fragment,
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ShaderChunk.map_pars_fragment,
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ShaderChunk.alphamap_pars_fragment,
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ShaderChunk.aomap_pars_fragment,
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ShaderChunk.lightmap_pars_fragment,
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ShaderChunk.emissivemap_pars_fragment,
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ShaderChunk.envmap_common_pars_fragment,
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ShaderChunk.envmap_pars_fragment,
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ShaderChunk.fog_pars_fragment,
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ShaderChunk.bsdfs,
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ShaderChunk.lights_pars_begin,
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ShaderChunk.normal_pars_fragment,
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ShaderChunk.lights_phong_pars_fragment,
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ShaderChunk.shadowmap_pars_fragment,
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ShaderChunk.bumpmap_pars_fragment,
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ShaderChunk.normalmap_pars_fragment,
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ShaderChunk.specularmap_pars_fragment,
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ShaderChunk.logdepthbuf_pars_fragment,
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ShaderChunk.clipping_planes_pars_fragment,
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'void main() {',
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ShaderChunk.clipping_planes_fragment,
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'vec4 diffuseColor = vec4( diffuse, opacity );',
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'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );',
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'vec3 totalEmissiveRadiance = emissive;',
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ShaderChunk.logdepthbuf_fragment,
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ShaderChunk.map_fragment,
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ShaderChunk.color_fragment,
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ShaderChunk.alphamap_fragment,
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ShaderChunk.alphatest_fragment,
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ShaderChunk.specularmap_fragment,
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ShaderChunk.normal_fragment_begin,
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ShaderChunk.normal_fragment_maps,
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ShaderChunk.emissivemap_fragment,
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// accumulation
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ShaderChunk.lights_phong_fragment,
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ShaderChunk.lights_fragment_begin,
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ShaderChunk.lights_fragment_maps,
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ShaderChunk.lights_fragment_end,
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// modulation
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ShaderChunk.aomap_fragment,
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'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;',
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ShaderChunk.envmap_fragment,
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'gl_FragColor = vec4( outgoingLight, diffuseColor.a );',
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ShaderChunk.tonemapping_fragment,
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ShaderChunk.encodings_fragment,
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ShaderChunk.fog_fragment,
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ShaderChunk.premultiplied_alpha_fragment,
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ShaderChunk.dithering_fragment,
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'}',
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].join( '\n' );
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this.setValues( parameters );
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}
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}
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export { PackedPhongMaterial };
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