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