three
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JavaScript 3D library
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JavaScript
import SpriteNodeMaterial from './SpriteNodeMaterial.js';
import { viewportSize, screenDPR } from '../../nodes/display/ScreenNode.js';
import { positionGeometry, positionLocal, positionView } from '../../nodes/accessors/Position.js';
import { modelViewMatrix } from '../../nodes/accessors/ModelNode.js';
import { materialPointSize } from '../../nodes/accessors/MaterialNode.js';
import { rotate } from '../../nodes/utils/RotateNode.js';
import { float, uniform, vec2, vec3, vec4 } from '../../nodes/tsl/TSLBase.js';
import { PointsMaterial } from '../PointsMaterial.js';
import { Vector2 } from '../../math/Vector2.js';
const _defaultValues = /*@__PURE__*/ new PointsMaterial();
const _size = /*@__PURE__*/ new Vector2();
/**
* Node material version of {@link PointsMaterial}.
*
* This material can be used in two ways:
*
* - By rendering point primitives with {@link Points}. Since WebGPU only supports point primitives
* with a pixel size of `1`, it's not possible to define a size.
*
* ```js
* const pointCloud = new THREE.Points( geometry, new THREE.PointsNodeMaterial() );
* ```
*
* - By rendering point primitives with {@link Sprites}. In this case, size is honored,
* see {@link PointsNodeMaterial#sizeNode}.
*
* ```js
* const instancedPoints = new THREE.Sprite( new THREE.PointsNodeMaterial( { positionNode: instancedBufferAttribute( positionAttribute ) } ) );
* ```
*
* @augments SpriteNodeMaterial
*/
class PointsNodeMaterial extends SpriteNodeMaterial {
static get type() {
return 'PointsNodeMaterial';
}
/**
* Constructs a new points node material.
*
* @param {Object} [parameters] - The configuration parameter.
*/
constructor( parameters ) {
super();
/**
* This node property provides an additional way to set the point size.
*
* Note that WebGPU only supports point primitives with 1 pixel size. Consequently,
* this node has no effect when the material is used with {@link Points} and a WebGPU
* backend. If an application wants to render points with a size larger than 1 pixel,
* the material should be used with {@link Sprite} and instancing.
*
* @type {?Node<vec2>}
* @default null
*/
this.sizeNode = null;
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isPointsNodeMaterial = true;
this.setDefaultValues( _defaultValues );
this.setValues( parameters );
}
setupPositionView() {
const { positionNode } = this;
return modelViewMatrix.mul( vec3( positionNode || positionLocal ) ).xyz;
}
setupVertexSprite( builder ) {
const { material, camera } = builder;
const { rotationNode, scaleNode, sizeNode, sizeAttenuation } = this;
let mvp = super.setupVertex( builder );
// skip further processing if the material is not a node material
if ( material.isNodeMaterial !== true ) {
return mvp;
}
// point size
let pointSize = sizeNode !== null ? vec2( sizeNode ) : materialPointSize;
pointSize = pointSize.mul( screenDPR );
// size attenuation
if ( camera.isPerspectiveCamera && sizeAttenuation === true ) {
// follow WebGLRenderer's implementation, and scale by half the canvas height in logical units
pointSize = pointSize.mul( scale.div( positionView.z.negate() ) );
}
// scale
if ( scaleNode && scaleNode.isNode ) {
pointSize = pointSize.mul( vec2( scaleNode ) );
}
// compute offset
let offset = positionGeometry.xy;
// apply rotation
if ( rotationNode && rotationNode.isNode ) {
const rotation = float( rotationNode );
offset = rotate( offset, rotation );
}
// account for point size
offset = offset.mul( pointSize );
// scale by viewport size
offset = offset.div( viewportSize.div( 2 ) );
// compensate for the perspective divide
offset = offset.mul( mvp.w );
// add offset
mvp = mvp.add( vec4( offset, 0, 0 ) );
return mvp;
}
setupVertex( builder ) {
if ( builder.object.isPoints ) {
return super.setupVertex( builder );
} else {
return this.setupVertexSprite( builder );
}
}
/**
* Whether alpha to coverage should be used or not.
*
* @type {boolean}
* @default true
*/
get alphaToCoverage() {
return this._useAlphaToCoverage;
}
set alphaToCoverage( value ) {
if ( this._useAlphaToCoverage !== value ) {
this._useAlphaToCoverage = value;
this.needsUpdate = true;
}
}
}
const scale = /*@__PURE__*/ uniform( 1 ).onFrameUpdate( function ( { renderer } ) {
const size = renderer.getSize( _size ); // logical units
this.value = 0.5 * size.y;
} );
export default PointsNodeMaterial;