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@polygonjs/polygonjs

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node-based WebGL 3D engine https://polygonjs.com

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import {Constructor} from '../../../../types/GlobalTypes'; import {NodeParamsConfig, ParamConfig} from '../../utils/params/ParamsConfig'; import {TypedMatNode} from '../_Base'; import {Object3D, Box3, Group, Scene, Camera, BufferGeometry, Material, ShaderMaterial, WebGLRenderer} from 'three'; import {ShaderMaterialWithCustomMaterials} from '../../../../core/geometry/Material'; export function VolumeParamConfig<TBase extends Constructor>(Base: TBase) { return class Mixin extends Base { /** @param color */ color = ParamConfig.COLOR([1, 1, 1]); /** @param stepSize. The smaller the value the more step the shader will make */ stepSize = ParamConfig.FLOAT(0.01); /** @param volume density */ density = ParamConfig.FLOAT(1); /** @param volume shadow density */ shadowDensity = ParamConfig.FLOAT(1); /** @param this volume material currently can only use a single white light, whose direction is defined by this parameter */ lightDir = ParamConfig.VECTOR3([-1, -1, -1]); }; } class VolumeMaterial extends Material {} class VolumeParamsConfig extends VolumeParamConfig(NodeParamsConfig) {} abstract class VolumeMatNode extends TypedMatNode<VolumeMaterial, VolumeParamsConfig> {} export class VolumeController { constructor(private node: VolumeMatNode) {} private static _objectBbox = new Box3(); static renderHook( renderer: WebGLRenderer, scene: Scene, camera: Camera, geometry: BufferGeometry, material: Material, group: Group | null, object: Object3D ) { if (object) { this._objectBbox.setFromObject(object); const shader_material = material as ShaderMaterial; shader_material.uniforms.u_BoundingBoxMin.value.copy(this._objectBbox.min); shader_material.uniforms.u_BoundingBoxMax.value.copy(this._objectBbox.max); } } updateUniformsFromParams(material: ShaderMaterial) { const shaderMaterial = material as ShaderMaterialWithCustomMaterials; const uniforms = shaderMaterial.uniforms; if (!uniforms) { return; } uniforms.u_Color.value.copy(this.node.pv.color); uniforms.u_StepSize.value = this.node.pv.stepSize; uniforms.u_VolumeDensity.value = this.node.pv.density; uniforms.u_ShadowDensity.value = this.node.pv.shadowDensity; const dir_light = uniforms.u_DirectionalLightDirection.value; //[0]; const pv_dir_light = this.node.pv.lightDir; if (dir_light) { /* do not use Vector3.copy, as it fails when the volume material is loaded again after being persisted in the persisted config, as the MaterialLoader fails to load a vector array in the uniforms */ dir_light.x = pv_dir_light.x; dir_light.y = pv_dir_light.y; dir_light.z = pv_dir_light.z; } } }