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- import {
- BackSide
- } from '../../../../build/three.module.js';
- import { TempNode } from '../core/TempNode.js';
- import { Vector2Node } from '../inputs/Vector2Node.js';
- import { FunctionNode } from '../core/FunctionNode.js';
- import { UVNode } from '../accessors/UVNode.js';
- import { NormalNode } from '../accessors/NormalNode.js';
- import { PositionNode } from '../accessors/PositionNode.js';
- class NormalMapNode extends TempNode {
- constructor( value, scale ) {
- super( 'v3' );
- this.value = value;
- this.scale = scale || new Vector2Node( 1, 1 );
- }
- generate( builder, output ) {
- if ( builder.isShader( 'fragment' ) ) {
- const perturbNormal2Arb = builder.include( NormalMapNode.Nodes.perturbNormal2Arb );
- this.normal = this.normal || new NormalNode();
- this.position = this.position || new PositionNode( PositionNode.VIEW );
- this.uv = this.uv || new UVNode();
- let scale = this.scale.build( builder, 'v2' );
- if ( builder.material.side === BackSide ) {
- scale = '-' + scale;
- }
- return builder.format( perturbNormal2Arb + '( -' + this.position.build( builder, 'v3' ) + ', ' +
- this.normal.build( builder, 'v3' ) + ', ' +
- this.value.build( builder, 'v3' ) + ', ' +
- this.uv.build( builder, 'v2' ) + ', ' +
- scale + ' )', this.getType( builder ), output );
- } else {
- console.warn( 'THREE.NormalMapNode is not compatible with ' + builder.shader + ' shader.' );
- return builder.format( 'vec3( 0.0 )', this.getType( builder ), output );
- }
- }
- copy( source ) {
- super.copy( source );
- this.value = source.value;
- this.scale = source.scale;
- return this;
- }
- toJSON( meta ) {
- let data = this.getJSONNode( meta );
- if ( ! data ) {
- data = this.createJSONNode( meta );
- data.value = this.value.toJSON( meta ).uuid;
- data.scale = this.scale.toJSON( meta ).uuid;
- }
- return data;
- }
- }
- NormalMapNode.Nodes = ( function () {
- const perturbNormal2Arb = new FunctionNode(
- // Per-Pixel Tangent Space Normal Mapping
- // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
- `vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 map, vec2 vUv, vec2 normalScale ) {
- // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988
- vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );
- vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );
- vec2 st0 = dFdx( vUv.st );
- vec2 st1 = dFdy( vUv.st );
- float scale = sign( st1.t * st0.s - st0.t * st1.s ); // we do not care about the magnitude
- vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );
- vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );
- vec3 N = normalize( surf_norm );
- vec3 mapN = map * 2.0 - 1.0;
- mapN.xy *= normalScale;
- #ifdef DOUBLE_SIDED
- // Workaround for Adreno GPUs gl_FrontFacing bug. See #15850 and #10331
- if ( dot( cross( S, T ), N ) < 0.0 ) mapN.xy *= - 1.0;
- #else
- mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );
- #endif
- mat3 tsn = mat3( S, T, N );
- return normalize( tsn * mapN );
- }`, null, { derivatives: true } );
- return {
- perturbNormal2Arb: perturbNormal2Arb
- };
- } )();
- NormalMapNode.prototype.nodeType = 'NormalMap';
- export { NormalMapNode };
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