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@openhps/core

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Open Hybrid Positioning System - Core component

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import Node from '../core/Node.js'; import { reference } from './ReferenceNode.js'; import { materialReference } from './MaterialReferenceNode.js'; import { normalView } from './Normal.js'; import { nodeImmutable, float, vec2, vec3, mat2 } from '../tsl/TSLBase.js'; import { uniform } from '../core/UniformNode.js'; import { normalMap } from '../display/NormalMapNode.js'; import { bumpMap } from '../display/BumpMapNode.js'; import { Vector2 } from '../../math/Vector2.js'; const _propertyCache = new Map(); /** * This class should simplify the node access to material properties. * It internal uses reference nodes to make sure changes to material * properties are automatically reflected to predefined TSL objects * like e.g. `materialColor`. * * @augments Node */ class MaterialNode extends Node { static get type() { return 'MaterialNode'; } /** * Constructs a new material node. * * @param {string} scope - The scope defines what kind of material property is referred by the node. */ constructor(scope) { super(); /** * The scope defines what material property is referred by the node. * * @type {string} */ this.scope = scope; } /** * Returns a cached reference node for the given property and type. * * @param {string} property - The name of the material property. * @param {string} type - The uniform type of the property. * @return {MaterialReferenceNode} A material reference node representing the property access. */ getCache(property, type) { let node = _propertyCache.get(property); if (node === undefined) { node = materialReference(property, type); _propertyCache.set(property, node); } return node; } /** * Returns a float-typed material reference node for the given property name. * * @param {string} property - The name of the material property. * @return {MaterialReferenceNode<float>} A material reference node representing the property access. */ getFloat(property) { return this.getCache(property, 'float'); } /** * Returns a color-typed material reference node for the given property name. * * @param {string} property - The name of the material property. * @return {MaterialReferenceNode<color>} A material reference node representing the property access. */ getColor(property) { return this.getCache(property, 'color'); } /** * Returns a texture-typed material reference node for the given property name. * * @param {string} property - The name of the material property. * @return {MaterialReferenceNode} A material reference node representing the property access. */ getTexture(property) { return this.getCache(property === 'map' ? 'map' : property + 'Map', 'texture'); } /** * The node setup is done depending on the selected scope. Multiple material properties * might be grouped into a single node composition if they logically belong together. * * @param {NodeBuilder} builder - The current node builder. * @return {Node} The node representing the selected scope. */ setup(builder) { const material = builder.context.material; const scope = this.scope; let node = null; if (scope === MaterialNode.COLOR) { const colorNode = material.color !== undefined ? this.getColor(scope) : vec3(); if (material.map && material.map.isTexture === true) { node = colorNode.mul(this.getTexture('map')); } else { node = colorNode; } } else if (scope === MaterialNode.OPACITY) { const opacityNode = this.getFloat(scope); if (material.alphaMap && material.alphaMap.isTexture === true) { node = opacityNode.mul(this.getTexture('alpha')); } else { node = opacityNode; } } else if (scope === MaterialNode.SPECULAR_STRENGTH) { if (material.specularMap && material.specularMap.isTexture === true) { node = this.getTexture('specular').r; } else { node = float(1); } } else if (scope === MaterialNode.SPECULAR_INTENSITY) { const specularIntensityNode = this.getFloat(scope); if (material.specularIntensityMap && material.specularIntensityMap.isTexture === true) { node = specularIntensityNode.mul(this.getTexture(scope).a); } else { node = specularIntensityNode; } } else if (scope === MaterialNode.SPECULAR_COLOR) { const specularColorNode = this.getColor(scope); if (material.specularColorMap && material.specularColorMap.isTexture === true) { node = specularColorNode.mul(this.getTexture(scope).rgb); } else { node = specularColorNode; } } else if (scope === MaterialNode.ROUGHNESS) { // TODO: cleanup similar branches const roughnessNode = this.getFloat(scope); if (material.roughnessMap && material.roughnessMap.isTexture === true) { node = roughnessNode.mul(this.getTexture(scope).g); } else { node = roughnessNode; } } else if (scope === MaterialNode.METALNESS) { const metalnessNode = this.getFloat(scope); if (material.metalnessMap && material.metalnessMap.isTexture === true) { node = metalnessNode.mul(this.getTexture(scope).b); } else { node = metalnessNode; } } else if (scope === MaterialNode.EMISSIVE) { const emissiveIntensityNode = this.getFloat('emissiveIntensity'); const emissiveNode = this.getColor(scope).mul(emissiveIntensityNode); if (material.emissiveMap && material.emissiveMap.isTexture === true) { node = emissiveNode.mul(this.getTexture(scope)); } else { node = emissiveNode; } } else if (scope === MaterialNode.NORMAL) { if (material.normalMap) { node = normalMap(this.getTexture('normal'), this.getCache('normalScale', 'vec2')); node.normalMapType = material.normalMapType; } else if (material.bumpMap) { node = bumpMap(this.getTexture('bump').r, this.getFloat('bumpScale')); } else { node = normalView; } } else if (scope === MaterialNode.CLEARCOAT) { const clearcoatNode = this.getFloat(scope); if (material.clearcoatMap && material.clearcoatMap.isTexture === true) { node = clearcoatNode.mul(this.getTexture(scope).r); } else { node = clearcoatNode; } } else if (scope === MaterialNode.CLEARCOAT_ROUGHNESS) { const clearcoatRoughnessNode = this.getFloat(scope); if (material.clearcoatRoughnessMap && material.clearcoatRoughnessMap.isTexture === true) { node = clearcoatRoughnessNode.mul(this.getTexture(scope).r); } else { node = clearcoatRoughnessNode; } } else if (scope === MaterialNode.CLEARCOAT_NORMAL) { if (material.clearcoatNormalMap) { node = normalMap(this.getTexture(scope), this.getCache(scope + 'Scale', 'vec2')); } else { node = normalView; } } else if (scope === MaterialNode.SHEEN) { const sheenNode = this.getColor('sheenColor').mul(this.getFloat('sheen')); // Move this mul() to CPU if (material.sheenColorMap && material.sheenColorMap.isTexture === true) { node = sheenNode.mul(this.getTexture('sheenColor').rgb); } else { node = sheenNode; } } else if (scope === MaterialNode.SHEEN_ROUGHNESS) { const sheenRoughnessNode = this.getFloat(scope); if (material.sheenRoughnessMap && material.sheenRoughnessMap.isTexture === true) { node = sheenRoughnessNode.mul(this.getTexture(scope).a); } else { node = sheenRoughnessNode; } node = node.clamp(0.07, 1.0); } else if (scope === MaterialNode.ANISOTROPY) { if (material.anisotropyMap && material.anisotropyMap.isTexture === true) { const anisotropyPolar = this.getTexture(scope); const anisotropyMat = mat2(materialAnisotropyVector.x, materialAnisotropyVector.y, materialAnisotropyVector.y.negate(), materialAnisotropyVector.x); node = anisotropyMat.mul(anisotropyPolar.rg.mul(2.0).sub(vec2(1.0)).normalize().mul(anisotropyPolar.b)); } else { node = materialAnisotropyVector; } } else if (scope === MaterialNode.IRIDESCENCE_THICKNESS) { const iridescenceThicknessMaximum = reference('1', 'float', material.iridescenceThicknessRange); if (material.iridescenceThicknessMap) { const iridescenceThicknessMinimum = reference('0', 'float', material.iridescenceThicknessRange); node = iridescenceThicknessMaximum.sub(iridescenceThicknessMinimum).mul(this.getTexture(scope).g).add(iridescenceThicknessMinimum); } else { node = iridescenceThicknessMaximum; } } else if (scope === MaterialNode.TRANSMISSION) { const transmissionNode = this.getFloat(scope); if (material.transmissionMap) { node = transmissionNode.mul(this.getTexture(scope).r); } else { node = transmissionNode; } } else if (scope === MaterialNode.THICKNESS) { const thicknessNode = this.getFloat(scope); if (material.thicknessMap) { node = thicknessNode.mul(this.getTexture(scope).g); } else { node = thicknessNode; } } else if (scope === MaterialNode.IOR) { node = this.getFloat(scope); } else if (scope === MaterialNode.LIGHT_MAP) { node = this.getTexture(scope).rgb.mul(this.getFloat('lightMapIntensity')); } else if (scope === MaterialNode.AO) { node = this.getTexture(scope).r.sub(1.0).mul(this.getFloat('aoMapIntensity')).add(1.0); } else { const outputType = this.getNodeType(builder); node = this.getCache(scope, outputType); } return node; } } MaterialNode.ALPHA_TEST = 'alphaTest'; MaterialNode.COLOR = 'color'; MaterialNode.OPACITY = 'opacity'; MaterialNode.SHININESS = 'shininess'; MaterialNode.SPECULAR = 'specular'; MaterialNode.SPECULAR_STRENGTH = 'specularStrength'; MaterialNode.SPECULAR_INTENSITY = 'specularIntensity'; MaterialNode.SPECULAR_COLOR = 'specularColor'; MaterialNode.REFLECTIVITY = 'reflectivity'; MaterialNode.ROUGHNESS = 'roughness'; MaterialNode.METALNESS = 'metalness'; MaterialNode.NORMAL = 'normal'; MaterialNode.CLEARCOAT = 'clearcoat'; MaterialNode.CLEARCOAT_ROUGHNESS = 'clearcoatRoughness'; MaterialNode.CLEARCOAT_NORMAL = 'clearcoatNormal'; MaterialNode.EMISSIVE = 'emissive'; MaterialNode.ROTATION = 'rotation'; MaterialNode.SHEEN = 'sheen'; MaterialNode.SHEEN_ROUGHNESS = 'sheenRoughness'; MaterialNode.ANISOTROPY = 'anisotropy'; MaterialNode.IRIDESCENCE = 'iridescence'; MaterialNode.IRIDESCENCE_IOR = 'iridescenceIOR'; MaterialNode.IRIDESCENCE_THICKNESS = 'iridescenceThickness'; MaterialNode.IOR = 'ior'; MaterialNode.TRANSMISSION = 'transmission'; MaterialNode.THICKNESS = 'thickness'; MaterialNode.ATTENUATION_DISTANCE = 'attenuationDistance'; MaterialNode.ATTENUATION_COLOR = 'attenuationColor'; MaterialNode.LINE_SCALE = 'scale'; MaterialNode.LINE_DASH_SIZE = 'dashSize'; MaterialNode.LINE_GAP_SIZE = 'gapSize'; MaterialNode.LINE_WIDTH = 'linewidth'; MaterialNode.LINE_DASH_OFFSET = 'dashOffset'; MaterialNode.POINT_SIZE = 'size'; MaterialNode.DISPERSION = 'dispersion'; MaterialNode.LIGHT_MAP = 'light'; MaterialNode.AO = 'ao'; export default MaterialNode; /** * TSL object that represents alpha test of the current material. * * @tsl * @type {Node<float>} */ export const materialAlphaTest = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.ALPHA_TEST); /** * TSL object that represents the diffuse color of the current material. * The value is composed via `color` * `map`. * * @tsl * @type {Node<vec3>} */ export const materialColor = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.COLOR); /** * TSL object that represents the shininess of the current material. * * @tsl * @type {Node<float>} */ export const materialShininess = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.SHININESS); /** * TSL object that represents the emissive color of the current material. * The value is composed via `emissive` * `emissiveIntensity` * `emissiveMap`. * * @tsl * @type {Node<vec3>} */ export const materialEmissive = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.EMISSIVE); /** * TSL object that represents the opacity of the current material. * The value is composed via `opacity` * `alphaMap`. * * @tsl * @type {Node<float>} */ export const materialOpacity = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.OPACITY); /** * TSL object that represents the specular of the current material. * * @tsl * @type {Node<vec3>} */ export const materialSpecular = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.SPECULAR); /** * TSL object that represents the specular intensity of the current material. * The value is composed via `specularIntensity` * `specularMap.a`. * * @tsl * @type {Node<float>} */ export const materialSpecularIntensity = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.SPECULAR_INTENSITY); /** * TSL object that represents the specular color of the current material. * The value is composed via `specularColor` * `specularMap.rgb`. * * @tsl * @type {Node<vec3>} */ export const materialSpecularColor = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.SPECULAR_COLOR); /** * TSL object that represents the specular strength of the current material. * The value is composed via `specularMap.r`. * * @tsl * @type {Node<float>} */ export const materialSpecularStrength = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.SPECULAR_STRENGTH); /** * TSL object that represents the reflectivity of the current material. * * @tsl * @type {Node<float>} */ export const materialReflectivity = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.REFLECTIVITY); /** * TSL object that represents the roughness of the current material. * The value is composed via `roughness` * `roughnessMap.g`. * * @tsl * @type {Node<float>} */ export const materialRoughness = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.ROUGHNESS); /** * TSL object that represents the metalness of the current material. * The value is composed via `metalness` * `metalnessMap.b`. * * @tsl * @type {Node<float>} */ export const materialMetalness = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.METALNESS); /** * TSL object that represents the normal of the current material. * The value will be either `normalMap` * `normalScale`, `bumpMap` * `bumpScale` or `normalView`. * * @tsl * @type {Node<vec3>} */ export const materialNormal = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.NORMAL); /** * TSL object that represents the clearcoat of the current material. * The value is composed via `clearcoat` * `clearcoatMap.r` * * @tsl * @type {Node<float>} */ export const materialClearcoat = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.CLEARCOAT); /** * TSL object that represents the clearcoat roughness of the current material. * The value is composed via `clearcoatRoughness` * `clearcoatRoughnessMap.r`. * * @tsl * @type {Node<float>} */ export const materialClearcoatRoughness = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.CLEARCOAT_ROUGHNESS); /** * TSL object that represents the clearcoat normal of the current material. * The value will be either `clearcoatNormalMap` or `normalView`. * * @tsl * @type {Node<vec3>} */ export const materialClearcoatNormal = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.CLEARCOAT_NORMAL); /** * TSL object that represents the rotation of the current sprite material. * * @tsl * @type {Node<float>} */ export const materialRotation = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.ROTATION); /** * TSL object that represents the sheen color of the current material. * The value is composed via `sheen` * `sheenColor` * `sheenColorMap`. * * @tsl * @type {Node<vec3>} */ export const materialSheen = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.SHEEN); /** * TSL object that represents the sheen roughness of the current material. * The value is composed via `sheenRoughness` * `sheenRoughnessMap.a`. * * @tsl * @type {Node<float>} */ export const materialSheenRoughness = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.SHEEN_ROUGHNESS); /** * TSL object that represents the anisotropy of the current material. * * @tsl * @type {Node<vec2>} */ export const materialAnisotropy = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.ANISOTROPY); /** * TSL object that represents the iridescence of the current material. * * @tsl * @type {Node<float>} */ export const materialIridescence = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.IRIDESCENCE); /** * TSL object that represents the iridescence IOR of the current material. * * @tsl * @type {Node<float>} */ export const materialIridescenceIOR = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.IRIDESCENCE_IOR); /** * TSL object that represents the iridescence thickness of the current material. * * @tsl * @type {Node<float>} */ export const materialIridescenceThickness = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.IRIDESCENCE_THICKNESS); /** * TSL object that represents the transmission of the current material. * The value is composed via `transmission` * `transmissionMap.r`. * * @tsl * @type {Node<float>} */ export const materialTransmission = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.TRANSMISSION); /** * TSL object that represents the thickness of the current material. * The value is composed via `thickness` * `thicknessMap.g`. * * @tsl * @type {Node<float>} */ export const materialThickness = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.THICKNESS); /** * TSL object that represents the IOR of the current material. * * @tsl * @type {Node<float>} */ export const materialIOR = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.IOR); /** * TSL object that represents the attenuation distance of the current material. * * @tsl * @type {Node<float>} */ export const materialAttenuationDistance = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.ATTENUATION_DISTANCE); /** * TSL object that represents the attenuation color of the current material. * * @tsl * @type {Node<vec3>} */ export const materialAttenuationColor = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.ATTENUATION_COLOR); /** * TSL object that represents the scale of the current dashed line material. * * @tsl * @type {Node<float>} */ export const materialLineScale = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.LINE_SCALE); /** * TSL object that represents the dash size of the current dashed line material. * * @tsl * @type {Node<float>} */ export const materialLineDashSize = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.LINE_DASH_SIZE); /** * TSL object that represents the gap size of the current dashed line material. * * @tsl * @type {Node<float>} */ export const materialLineGapSize = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.LINE_GAP_SIZE); /** * TSL object that represents the line width of the current line material. * * @tsl * @type {Node<float>} */ export const materialLineWidth = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.LINE_WIDTH); /** * TSL object that represents the dash offset of the current line material. * * @tsl * @type {Node<float>} */ export const materialLineDashOffset = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.LINE_DASH_OFFSET); /** * TSL object that represents the point size of the current points material. * * @tsl * @type {Node<float>} */ export const materialPointSize = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.POINT_SIZE); /** * TSL object that represents the dispersion of the current material. * * @tsl * @type {Node<float>} */ export const materialDispersion = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.DISPERSION); /** * TSL object that represents the light map of the current material. * The value is composed via `lightMapIntensity` * `lightMap.rgb`. * * @tsl * @type {Node<vec3>} */ export const materialLightMap = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.LIGHT_MAP); /** * TSL object that represents the ambient occlusion map of the current material. * The value is composed via `aoMap.r` - 1 * `aoMapIntensity` + 1. * * @tsl * @type {Node<float>} */ export const materialAO = /*@__PURE__*/nodeImmutable(MaterialNode, MaterialNode.AO); /** * TSL object that represents the anisotropy vector of the current material. * * @tsl * @type {Node<vec2>} */ export const materialAnisotropyVector = /*@__PURE__*/uniform(new Vector2()).onReference(function (frame) { return frame.material; }).onRenderUpdate(function ({ material }) { this.value.set(material.anisotropy * Math.cos(material.anisotropyRotation), material.anisotropy * Math.sin(material.anisotropyRotation)); });