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three

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JavaScript 3D library

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import { attribute } from '../core/AttributeNode.js'; import { cameraViewMatrix } from './Camera.js'; import { modelViewMatrix } from './ModelNode.js'; import { Fn, vec4 } from '../tsl/TSLBase.js'; import { tangentViewFrame } from './TangentUtils.js'; import { directionToFaceDirection } from '../display/FrontFacingNode.js'; /** * TSL object that represents the tangent attribute of the current rendered object. * * @tsl * @type {Node<vec4>} */ export const tangentGeometry = /*@__PURE__*/ Fn( ( builder ) => { if ( builder.geometry.hasAttribute( 'tangent' ) === false ) { builder.geometry.computeTangents(); } return attribute( 'tangent', 'vec4' ); } )(); /** * TSL object that represents the vertex tangent in local space of the current rendered object. * * @tsl * @type {Node<vec3>} */ export const tangentLocal = /*@__PURE__*/ tangentGeometry.xyz.toVar( 'tangentLocal' ); /** * TSL object that represents the vertex tangent in view space of the current rendered object. * * @tsl * @type {Node<vec3>} */ export const tangentView = /*@__PURE__*/ ( Fn( ( { subBuildFn, geometry, material } ) => { let node; if ( subBuildFn === 'VERTEX' || geometry.hasAttribute( 'tangent' ) ) { node = modelViewMatrix.mul( vec4( tangentLocal, 0 ) ).xyz.toVarying( 'v_tangentView' ).normalize(); } else { node = tangentViewFrame; } if ( material.flatShading !== true ) { node = directionToFaceDirection( node ); } return node; }, 'vec3' ).once( [ 'NORMAL', 'VERTEX' ] ) )().toVar( 'tangentView' ); /** * TSL object that represents the vertex tangent in world space of the current rendered object. * * @tsl * @type {Node<vec3>} */ export const tangentWorld = /*@__PURE__*/ tangentView.transformDirection( cameraViewMatrix ).toVarying( 'v_tangentWorld' ).normalize().toVar( 'tangentWorld' );