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polygonjs-engine

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

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import {UniformsUtils} from 'three/src/renderers/shaders/UniformsUtils'; import {ShaderMaterial} from 'three/src/materials/ShaderMaterial'; import {ShaderLib} from 'three/src/renderers/shaders/ShaderLib'; import {ShaderAssemblerMaterial, CustomAssemblerMap, CustomMaterialName, GlobalsOutput} from './_BaseMaterial'; import {ShaderConfig} from '../../configs/ShaderConfig'; import {VariableConfig} from '../../configs/VariableConfig'; import {BaseGlShaderAssembler} from '../_Base'; // import {ShaderAssemblerCustomPointsDepth} from './CustomPointsDepth'; import {ShaderAssemblerCustomPointsDistance} from './CustomPointsDistance'; import {ShaderAssemblerCustomPointsDepthDOF} from './CustomPointsDepthDOF'; import {OutputGlNode} from '../../../Output'; import {GlConnectionPointType, GlConnectionPoint} from '../../../../utils/io/connections/Gl'; import {ShaderName} from '../../../../utils/shaders/ShaderName'; const LINES_TO_REMOVE_MAP: Map<ShaderName, string[]> = new Map([ [ShaderName.VERTEX, ['#include <begin_vertex>', 'gl_PointSize = size;']], [ShaderName.FRAGMENT, []], ]); const CUSTOM_ASSEMBLER_MAP: CustomAssemblerMap = new Map(); CUSTOM_ASSEMBLER_MAP.set(CustomMaterialName.DISTANCE, ShaderAssemblerCustomPointsDistance); CUSTOM_ASSEMBLER_MAP.set(CustomMaterialName.DEPTH_DOF, ShaderAssemblerCustomPointsDepthDOF); // if (false) { // // currently not working // CUSTOM_ASSEMBLER_MAP.set(CustomMaterialName.DEPTH, ShaderAssemblerCustomPointsDepth); // } export class ShaderAssemblerPoints extends ShaderAssemblerMaterial { custom_assembler_class_by_custom_name(): CustomAssemblerMap { return CUSTOM_ASSEMBLER_MAP; } get _template_shader() { const template = ShaderLib.points; return { vertexShader: template.vertexShader, fragmentShader: template.fragmentShader, uniforms: template.uniforms, }; } create_material() { const template_shader = this._template_shader; // const uniforms = UniformsUtils.clone( template_shader.uniforms ) // uniforms.size.value = 10 const material = new ShaderMaterial({ transparent: true, fog: true, // size: 10, // //blending: AdditiveBlending // depthTest: true, // depthwrite: true, // alphaTest: 0.5, defines: { // ALPHATEST: 0.5, USE_SIZEATTENUATION: 1, }, uniforms: UniformsUtils.clone(template_shader.uniforms), vertexShader: template_shader.vertexShader, fragmentShader: template_shader.fragmentShader, }); this._add_custom_materials(material); return material; } // protected insert_body_after(shader_name){ // return { // vertex: 'gl_PointSize = size;', // fragment: 'vec4 diffuseColor = vec4( diffuse, opacity );' // }[shader_name] // } // those shadow shaders should ideally be overriden // to properly take into account point size add_output_inputs(output_child: OutputGlNode) { const list = BaseGlShaderAssembler.output_input_connection_points(); list.push(new GlConnectionPoint('gl_PointSize', GlConnectionPointType.FLOAT)); output_child.io.inputs.setNamedInputConnectionPoints(list); } create_globals_node_output_connections() { return BaseGlShaderAssembler.create_globals_node_output_connections().concat([ new GlConnectionPoint(GlobalsOutput.GL_POINTCOORD, GlConnectionPointType.VEC2), ]); } create_shader_configs() { return [ new ShaderConfig(ShaderName.VERTEX, ['position', 'normal', 'uv', 'gl_PointSize'], []), new ShaderConfig(ShaderName.FRAGMENT, ['color', 'alpha'], [ShaderName.VERTEX]), ]; } create_variable_configs() { return BaseGlShaderAssembler.create_variable_configs().concat([ new VariableConfig('gl_PointSize', { default: '1.0', prefix: 'gl_PointSize = ', suffix: ' * size * 10.0', // currently using 10 as 1 seems really small }), ]); } protected lines_to_remove(shader_name: ShaderName) { return LINES_TO_REMOVE_MAP.get(shader_name); } }