three
Version:
JavaScript 3D library
138 lines (77 loc) • 3.54 kB
JavaScript
import NodeMaterial from './NodeMaterial.js';
import {
float, vec3, vec4,
context, assign, label, mul, invert, mix,
normalView,
materialRoughness, materialMetalness
} from '../shadernode/ShaderNodeElements.js';
import getRoughness from '../functions/material/getRoughness.js';
import PhysicalLightingModel from '../functions/PhysicalLightingModel.js';
import { MeshStandardMaterial } from 'three';
const defaultValues = new MeshStandardMaterial();
export default class MeshStandardNodeMaterial extends NodeMaterial {
constructor( parameters ) {
super();
this.colorNode = null;
this.opacityNode = null;
this.alphaTestNode = null;
this.normalNode = null;
this.emissiveNode = null;
this.metalnessNode = null;
this.roughnessNode = null;
this.clearcoatNode = null;
this.clearcoatRoughnessNode = null;
this.envNode = null;
this.lightNode = null;
this.positionNode = null;
this.setDefaultValues( defaultValues );
this.setValues( parameters );
}
build( builder ) {
const lightNode = this.lightNode || builder.lightNode; // use scene lights
let { colorNode, diffuseColorNode } = this.generateMain( builder );
diffuseColorNode = this.generateStandardMaterial( builder, { colorNode, diffuseColorNode } );
const outgoingLightNode = this.generateLight( builder, { diffuseColorNode, lightNode } );
this.generateOutput( builder, { diffuseColorNode, outgoingLightNode } );
}
generateLight( builder, { diffuseColorNode, lightNode } ) {
let outgoingLightNode = super.generateLight( builder, { diffuseColorNode, lightNode, lightingModelNode: PhysicalLightingModel } );
// TONE MAPPING
const renderer = builder.renderer;
if ( renderer.toneMappingNode ) outgoingLightNode = context( renderer.toneMappingNode, { color: outgoingLightNode } );
return outgoingLightNode;
}
generateStandardMaterial( builder, { colorNode, diffuseColorNode } ) {
// METALNESS
let metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
metalnessNode = builder.addFlow( 'fragment', label( metalnessNode, 'Metalness' ) );
builder.addFlow( 'fragment', assign( diffuseColorNode, vec4( mul( diffuseColorNode.rgb, invert( metalnessNode ) ), diffuseColorNode.a ) ) );
// ROUGHNESS
let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
roughnessNode = getRoughness.call( { roughness: roughnessNode } );
builder.addFlow( 'fragment', label( roughnessNode, 'Roughness' ) );
// SPECULAR COLOR
const specularColorNode = mix( vec3( 0.04 ), colorNode.rgb, metalnessNode );
builder.addFlow( 'fragment', label( specularColorNode, 'SpecularColor' ) );
// NORMAL VIEW
const normalNode = this.normalNode ? vec3( this.normalNode ) : normalView;
builder.addFlow( 'fragment', label( normalNode, 'TransformedNormalView' ) );
return diffuseColorNode;
}
copy( source ) {
this.colorNode = source.colorNode;
this.opacityNode = source.opacityNode;
this.alphaTestNode = source.alphaTestNode;
this.normalNode = source.normalNode;
this.emissiveNode = source.emissiveNode;
this.metalnessNode = source.metalnessNode;
this.roughnessNode = source.roughnessNode;
this.clearcoatNode = source.clearcoatNode;
this.clearcoatRoughnessNode = source.clearcoatRoughnessNode;
this.envNode = source.envNode;
this.lightNode = source.lightNode;
this.positionNode = source.positionNode;
return super.copy( source );
}
}
MeshStandardNodeMaterial.prototype.isMeshStandardNodeMaterial = true;