three
Version:
JavaScript 3D library
184 lines (146 loc) • 4.47 kB
JavaScript
import {
Color,
ShaderMaterial,
UniformsLib,
UniformsUtils,
} from 'three';
/**
* A special line material for meshes loaded via {@link LDrawLoader}.
*
* This module can only be used with {@link WebGLRenderer}. When using {@link WebGPURenderer},
* import the class from `LDrawConditionalLineNodeMaterial.js`.
*
* @augments ShaderMaterial
* @three_import import { LDrawConditionalLineMaterial } from 'three/addons/materials/LDrawConditionalLineMaterial.js';
*/
class LDrawConditionalLineMaterial extends ShaderMaterial {
static get type() {
return 'LDrawConditionalLineMaterial';
}
/**
* Constructs a new conditional line material.
*
* @param {Object} [parameters] - An object with one or more properties
* defining the material's appearance. Any property of the material
* (including any property from inherited materials) can be passed
* in here. Color values can be passed any type of value accepted
* by {@link Color#set}.
*/
constructor( parameters ) {
super( {
uniforms: UniformsUtils.merge( [
UniformsLib.fog,
{
diffuse: {
value: new Color()
},
opacity: {
value: 1.0
}
}
] ),
vertexShader: /* glsl */`
attribute vec3 control0;
attribute vec3 control1;
attribute vec3 direction;
varying float discardFlag;
void main() {
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
// Transform the line segment ends and control points into camera clip space
vec4 c0 = projectionMatrix * modelViewMatrix * vec4( control0, 1.0 );
vec4 c1 = projectionMatrix * modelViewMatrix * vec4( control1, 1.0 );
vec4 p0 = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
vec4 p1 = projectionMatrix * modelViewMatrix * vec4( position + direction, 1.0 );
c0.xy /= c0.w;
c1.xy /= c1.w;
p0.xy /= p0.w;
p1.xy /= p1.w;
// Get the direction of the segment and an orthogonal vector
vec2 dir = p1.xy - p0.xy;
vec2 norm = vec2( -dir.y, dir.x );
// Get control point directions from the line
vec2 c0dir = c0.xy - p1.xy;
vec2 c1dir = c1.xy - p1.xy;
// If the vectors to the controls points are pointed in different directions away
// from the line segment then the line should not be drawn.
float d0 = dot( normalize( norm ), normalize( c0dir ) );
float d1 = dot( normalize( norm ), normalize( c1dir ) );
discardFlag = float( sign( d0 ) != sign( d1 ) );
}
`,
fragmentShader: /* glsl */`
uniform vec3 diffuse;
uniform float opacity;
varying float discardFlag;
void main() {
if ( discardFlag > 0.5 ) discard;
vec3 outgoingLight = vec3( 0.0 );
vec4 diffuseColor = vec4( diffuse, opacity );
outgoingLight = diffuseColor.rgb; // simple shader
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
}
`,
} );
Object.defineProperties( this, {
/**
* The material's opacity.
*
* @name LDrawConditionalLineMaterial#opacity
* @type {number}
* @default 1
*/
opacity: {
get: function () {
return this.uniforms.opacity.value;
},
set: function ( value ) {
this.uniforms.opacity.value = value;
}
},
/**
* The material's color.
*
* @name LDrawConditionalLineMaterial#color
* @type {Color}
* @default (1,1,1)
*/
color: {
get: function () {
return this.uniforms.diffuse.value;
}
}
} );
this.setValues( parameters );
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isLDrawConditionalLineMaterial = true;
}
}
export { LDrawConditionalLineMaterial };