polygonjs-engine
Version:
node-based webgl 3D engine https://polygonjs.com
68 lines (67 loc) • 2.94 kB
JavaScript
import {UniformsUtils as UniformsUtils2} from "three/src/renderers/shaders/UniformsUtils";
import {ShaderMaterial as ShaderMaterial2} from "three/src/materials/ShaderMaterial";
import {ShaderLib as ShaderLib2} from "three/src/renderers/shaders/ShaderLib";
import {ShaderAssemblerMesh} from "./_BaseMesh";
import {BaseGlShaderAssembler} from "../_Base";
import {ShaderConfig as ShaderConfig2} from "../../configs/ShaderConfig";
import {VariableConfig as VariableConfig2} from "../../configs/VariableConfig";
import metalnessmap_fragment2 from "../../../gl/ShaderLib/ShaderChunk/metalnessmap_fragment.glsl";
import roughnessmap_fragment2 from "../../../gl/ShaderLib/ShaderChunk/roughnessmap_fragment.glsl";
import {ShaderName as ShaderName2} from "../../../../utils/shaders/ShaderName";
import {GlConnectionPoint, GlConnectionPointType} from "../../../../utils/io/connections/Gl";
export class ShaderAssemblerStandard extends ShaderAssemblerMesh {
is_physical() {
return false;
}
get _template_shader() {
const template = this.is_physical() ? ShaderLib2.physical : ShaderLib2.standard;
return {
vertexShader: template.vertexShader,
fragmentShader: template.fragmentShader,
uniforms: template.uniforms
};
}
create_material() {
const template_shader = this._template_shader;
const options = {
lights: true,
extensions: {
derivatives: true
},
uniforms: UniformsUtils2.clone(template_shader.uniforms),
vertexShader: template_shader.vertexShader,
fragmentShader: template_shader.fragmentShader
};
const material = new ShaderMaterial2(options);
material.onBeforeCompile = function(shader) {
shader.fragmentShader = shader.fragmentShader.replace("#include <metalnessmap_fragment>", metalnessmap_fragment2);
shader.fragmentShader = shader.fragmentShader.replace("#include <roughnessmap_fragment>", roughnessmap_fragment2);
};
this._add_custom_materials(material);
return material;
}
add_output_inputs(output_child) {
const list = BaseGlShaderAssembler.output_input_connection_points();
list.push(new GlConnectionPoint("metalness", GlConnectionPointType.FLOAT, 1));
list.push(new GlConnectionPoint("roughness", GlConnectionPointType.FLOAT, 1));
output_child.io.inputs.setNamedInputConnectionPoints(list);
}
create_shader_configs() {
return [
new ShaderConfig2(ShaderName2.VERTEX, ["position", "normal", "uv"], []),
new ShaderConfig2(ShaderName2.FRAGMENT, ["color", "alpha", "metalness", "roughness"], [ShaderName2.VERTEX])
];
}
create_variable_configs() {
return BaseGlShaderAssembler.create_variable_configs().concat([
new VariableConfig2("metalness", {
default: "1.0",
prefix: "float POLY_metalness = "
}),
new VariableConfig2("roughness", {
default: "1.0",
prefix: "float POLY_roughness = "
})
]);
}
}