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awv3

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'use strict'; Object.defineProperty(exports, "__esModule", { value: true }); var _getPrototypeOf = require('babel-runtime/core-js/object/get-prototype-of'); var _getPrototypeOf2 = _interopRequireDefault(_getPrototypeOf); var _classCallCheck2 = require('babel-runtime/helpers/classCallCheck'); var _classCallCheck3 = _interopRequireDefault(_classCallCheck2); var _createClass2 = require('babel-runtime/helpers/createClass'); var _createClass3 = _interopRequireDefault(_createClass2); var _possibleConstructorReturn2 = require('babel-runtime/helpers/possibleConstructorReturn'); var _possibleConstructorReturn3 = _interopRequireDefault(_possibleConstructorReturn2); var _get2 = require('babel-runtime/helpers/get'); var _get3 = _interopRequireDefault(_get2); var _inherits2 = require('babel-runtime/helpers/inherits'); var _inherits3 = _interopRequireDefault(_inherits2); var _three = require('three'); var THREE = _interopRequireWildcard(_three); function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } else { var newObj = {}; if (obj != null) { for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) newObj[key] = obj[key]; } } newObj.default = obj; return newObj; } } function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; } var MeshPhongMaterial = function (_THREE$MeshPhongMater) { (0, _inherits3.default)(MeshPhongMaterial, _THREE$MeshPhongMater); function MeshPhongMaterial(options) { (0, _classCallCheck3.default)(this, MeshPhongMaterial); var _this = (0, _possibleConstructorReturn3.default)(this, (MeshPhongMaterial.__proto__ || (0, _getPrototypeOf2.default)(MeshPhongMaterial)).call(this)); _this.type = 'AWV3.MeshPhongMaterial'; _this.fog = false; _this.transparent = true; _this.polygonOffset = true; _this.polygonOffsetFactor = 1; _this.polygonOffsetUnits = 1; _this.uniforms = THREE.UniformsUtils.merge([THREE.UniformsLib['common'], THREE.UniformsLib['aomap'], THREE.UniformsLib['lightmap'], THREE.UniformsLib['emissivemap'], THREE.UniformsLib['bumpmap'], THREE.UniformsLib['normalmap'], THREE.UniformsLib['displacementmap'], THREE.UniformsLib['fog'], THREE.UniformsLib['lights'], { "emissive": { type: "c", value: new THREE.Color(0x000000) }, "specular": { type: "c", value: new THREE.Color(0x111111) }, "shininess": { type: "1f", value: 30 }, "reflection": { type: "f", value: 1.0 }, "contrast": { type: "f", value: 0.0 }, "crosslight": { type: "f", value: 1.0 }, "intensity": { type: "f", value: 0.0 }, "flatspot": { type: "f", value: 0.0 } }]); _this.vertexShader = THREE.ShaderChunk['meshphong_vert']; _this.fragmentShader = '\n #define PHONG\n\n uniform vec3 diffuse;\n uniform vec3 emissive;\n uniform vec3 specular;\n uniform float shininess;\n uniform float opacity;\n\n uniform float crosslight;\n uniform float reflection;\n uniform float contrast;\n uniform float intensity;\n uniform float flatspot;\n\n #include <common>\n #include <packing>\n #include <color_pars_fragment>\n #include <uv_pars_fragment>\n #include <uv2_pars_fragment>\n #include <map_pars_fragment>\n #include <alphamap_pars_fragment>\n #include <aomap_pars_fragment>\n #include <lightmap_pars_fragment>\n #include <emissivemap_pars_fragment>\n #include <envmap_pars_fragment>\n #include <fog_pars_fragment>\n #include <bsdfs>\n #include <lights_pars>\n #include <lights_phong_pars_fragment>\n #include <shadowmap_pars_fragment>\n #include <bumpmap_pars_fragment>\n #include <normalmap_pars_fragment>\n #include <specularmap_pars_fragment>\n #include <logdepthbuf_pars_fragment>\n #include <clipping_planes_pars_fragment>\n\n void main() {\n\n \t#include <clipping_planes_fragment>\n\n vec3 eyeDirection = normalize(vViewPosition.xyz);\n vec3 reflectionDirection = reflect(eyeDirection, vNormal);\n float specularLightWeighting = dot(reflectionDirection, eyeDirection);\n float specularLightWeighting2 = dot(-reflectionDirection, eyeDirection);\n float directionalLightWeighting = max(dot(vNormal, eyeDirection), 1.0-reflection);\n vec3 lightWeighting = max(specularLightWeighting, directionalLightWeighting) + vec3(contrast) * specularLightWeighting;\n float crossLevel = crosslight > 0.0 ? dot(lightWeighting, crosslight * eyeDirection) : 1.0;\n float spot = 1.0;\n if (flatspot != 0.0) spot = dot(flatspot * reflectionDirection, eyeDirection) > 0.5 ? 1.4 : 1.0;\n\n vec4 diffuseColor = vec4(diffuse * crossLevel * spot + diffuse * intensity, opacity);\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n\n #include <logdepthbuf_fragment>\n \t#include <map_fragment>\n \t#include <color_fragment>\n \t#include <alphamap_fragment>\n \t#include <alphatest_fragment>\n \t#include <specularmap_fragment>\n \t#include <normal_flip>\n \t#include <normal_fragment>\n \t#include <emissivemap_fragment>\n\n \t// accumulation\n \t#include <lights_phong_fragment>\n \t#include <lights_template>\n\n \t// modulation\n \t#include <aomap_fragment>\n\n \tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\n \t#include <envmap_fragment>\n\n \tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\n \t#include <premultiplied_alpha_fragment>\n \t#include <tonemapping_fragment>\n \t#include <encodings_fragment>\n \t#include <fog_fragment>\n }'; _this.setValues(options); return _this; } (0, _createClass3.default)(MeshPhongMaterial, [{ key: 'clone', value: function clone() { var material = new MeshPhongMaterial(); (0, _get3.default)(MeshPhongMaterial.prototype.__proto__ || (0, _getPrototypeOf2.default)(MeshPhongMaterial.prototype), 'clone', this).call(this, material); material.color.copy(this.color); material.fragmentShader = this.fragmentShader; material.vertexShader = this.vertexShader; material.uniforms = THREE.UniformsUtils.clone(this.uniforms); material.attributes = this.attributes; material.defines = this.defines; material.shading = this.shading; material.wireframe = this.wireframe; material.wireframeLinewidth = this.wireframeLinewidth; material.fog = this.fog; material.lights = this.lights; material.vertexColors = this.vertexColors; material.skinning = this.skinning; material.morphTargets = this.morphTargets; material.morphNormals = this.morphNormals; return material; } }]); return MeshPhongMaterial; }(THREE.MeshPhongMaterial); exports.default = MeshPhongMaterial;