three
Version:
JavaScript 3D library
108 lines (94 loc) • 6.43 kB
JavaScript
( function () {
/**
* `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial
*
* @param {Object} parameters
*/
class PackedPhongMaterial extends THREE.MeshPhongMaterial {
constructor( parameters ) {
super();
this.defines = {};
this.type = 'PackedPhongMaterial';
this.uniforms = THREE.UniformsUtils.merge( [ THREE.ShaderLib.phong.uniforms, {
quantizeMatPos: {
value: null
},
quantizeMatUV: {
value: null
}
} ] );
this.vertexShader = [ '#define PHONG', 'varying vec3 vViewPosition;', THREE.ShaderChunk.common, THREE.ShaderChunk.uv_pars_vertex, THREE.ShaderChunk.uv2_pars_vertex, THREE.ShaderChunk.displacementmap_pars_vertex, THREE.ShaderChunk.envmap_pars_vertex, THREE.ShaderChunk.color_pars_vertex, THREE.ShaderChunk.fog_pars_vertex, THREE.ShaderChunk.normal_pars_vertex, THREE.ShaderChunk.morphtarget_pars_vertex, THREE.ShaderChunk.skinning_pars_vertex, THREE.ShaderChunk.shadowmap_pars_vertex, THREE.ShaderChunk.logdepthbuf_pars_vertex, THREE.ShaderChunk.clipping_planes_pars_vertex, `
vec3 decodeNormal(vec3 packedNormal)
{
float x = packedNormal.x * 2.0 - 1.0;
float y = packedNormal.y * 2.0 - 1.0;
vec2 scth = vec2(sin(x * PI), cos(x * PI));
vec2 scphi = vec2(sqrt(1.0 - y * y), y);
return normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );
}
vec3 decodeNormal(vec3 packedNormal)
{
vec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));
if (v.z < 0.0)
{
v.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
}
return normalize(v);
}
vec3 decodeNormal(vec3 packedNormal)
{
vec3 v = (packedNormal * 2.0) - 1.0;
return normalize(v);
}
uniform mat4 quantizeMatPos;
uniform mat3 quantizeMatUV;
vec2 decodeUV(vec2 packedUV)
{
vec2 uv = (packedUV * 2.0) - 1.0;
return uv;
}
vec2 decodeUV(vec2 packedUV)
{
vec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;
return uv;
}
vUv = decodeUV(vUv);
objectNormal = decodeNormal(objectNormal);
vec3 objectTangent = vec3( tangent.xyz );
`, THREE.ShaderChunk.morphnormal_vertex, THREE.ShaderChunk.skinbase_vertex, THREE.ShaderChunk.skinnormal_vertex, THREE.ShaderChunk.defaultnormal_vertex, THREE.ShaderChunk.normal_vertex, THREE.ShaderChunk.begin_vertex, `
transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;
this.fragmentShader = [ '#define PHONG', 'uniform vec3 diffuse;', 'uniform vec3 emissive;', 'uniform vec3 specular;', 'uniform float shininess;', 'uniform float opacity;', THREE.ShaderChunk.common, THREE.ShaderChunk.packing, THREE.ShaderChunk.dithering_pars_fragment, THREE.ShaderChunk.color_pars_fragment, THREE.ShaderChunk.uv_pars_fragment, THREE.ShaderChunk.uv2_pars_fragment, THREE.ShaderChunk.map_pars_fragment, THREE.ShaderChunk.alphamap_pars_fragment, THREE.ShaderChunk.aomap_pars_fragment, THREE.ShaderChunk.lightmap_pars_fragment, THREE.ShaderChunk.emissivemap_pars_fragment, THREE.ShaderChunk.envmap_common_pars_fragment, THREE.ShaderChunk.envmap_pars_fragment, THREE.ShaderChunk.cube_uv_reflection_fragment, THREE.ShaderChunk.fog_pars_fragment, THREE.ShaderChunk.bsdfs, THREE.ShaderChunk.lights_pars_begin, THREE.ShaderChunk.normal_pars_fragment, THREE.ShaderChunk.lights_phong_pars_fragment, THREE.ShaderChunk.shadowmap_pars_fragment, THREE.ShaderChunk.bumpmap_pars_fragment, THREE.ShaderChunk.normalmap_pars_fragment, THREE.ShaderChunk.specularmap_pars_fragment, THREE.ShaderChunk.logdepthbuf_pars_fragment, THREE.ShaderChunk.clipping_planes_pars_fragment, 'void main() {', THREE.ShaderChunk.clipping_planes_fragment, 'vec4 diffuseColor = vec4( diffuse, opacity );', 'ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );', 'vec3 totalEmissiveRadiance = emissive;', THREE.ShaderChunk.logdepthbuf_fragment, THREE.ShaderChunk.map_fragment, THREE.ShaderChunk.color_fragment, THREE.ShaderChunk.alphamap_fragment, THREE.ShaderChunk.alphatest_fragment, THREE.ShaderChunk.specularmap_fragment, THREE.ShaderChunk.normal_fragment_begin, THREE.ShaderChunk.normal_fragment_maps, THREE.ShaderChunk.emissivemap_fragment, // accumulation
THREE.ShaderChunk.lights_phong_fragment, THREE.ShaderChunk.lights_fragment_begin, THREE.ShaderChunk.lights_fragment_maps, THREE.ShaderChunk.lights_fragment_end, // modulation
THREE.ShaderChunk.aomap_fragment, 'vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;', THREE.ShaderChunk.envmap_fragment, 'gl_FragColor = vec4( outgoingLight, diffuseColor.a );', THREE.ShaderChunk.tonemapping_fragment, THREE.ShaderChunk.encodings_fragment, THREE.ShaderChunk.fog_fragment, THREE.ShaderChunk.premultiplied_alpha_fragment, THREE.ShaderChunk.dithering_fragment, '}' ].join( '\n' );
this.setValues( parameters );
}
}
THREE.PackedPhongMaterial = PackedPhongMaterial;
} )();