three
Version:
JavaScript 3D library
334 lines (220 loc) • 8.45 kB
JavaScript
/**
* @author sunag / http://www.sunag.com.br/
*/
THREE.StandardNode = function() {
THREE.GLNode.call( this );
this.color = new THREE.ColorNode( 0xEEEEEE );
this.roughness = new THREE.FloatNode( 0.5 );
this.metalness = new THREE.FloatNode( 0.5 );
};
THREE.StandardNode.prototype = Object.create( THREE.GLNode.prototype );
THREE.StandardNode.prototype.constructor = THREE.StandardNode;
THREE.StandardNode.prototype.build = function( builder ) {
var material = builder.material;
var code;
material.define( 'PHYSICAL' );
material.define( 'ALPHATEST', '0.0' );
material.requestAttrib.light = true;
if ( builder.isShader( 'vertex' ) ) {
var transform = this.transform ? this.transform.parseAndBuildCode( builder, 'v3', 'transform' ) : undefined;
material.mergeUniform( THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "fog" ],
THREE.UniformsLib[ "ambient" ],
THREE.UniformsLib[ "lights" ]
] ) );
material.addVertexPars( [
"varying vec3 vViewPosition;",
"#ifndef FLAT_SHADED",
" varying vec3 vNormal;",
"#endif",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
THREE.ShaderChunk[ "skinning_pars_vertex" ],
THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ]
].join( "\n" ) );
var output = [
THREE.ShaderChunk[ "beginnormal_vertex" ],
THREE.ShaderChunk[ "morphnormal_vertex" ],
THREE.ShaderChunk[ "skinbase_vertex" ],
THREE.ShaderChunk[ "skinnormal_vertex" ],
THREE.ShaderChunk[ "defaultnormal_vertex" ],
"#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
" vNormal = normalize( transformedNormal );",
"#endif",
THREE.ShaderChunk[ "begin_vertex" ]
];
if ( transform ) {
output.push(
transform.code,
"transformed = " + transform.result + ";"
);
}
output.push(
THREE.ShaderChunk[ "morphtarget_vertex" ],
THREE.ShaderChunk[ "skinning_vertex" ],
THREE.ShaderChunk[ "project_vertex" ],
THREE.ShaderChunk[ "logdepthbuf_vertex" ],
" vViewPosition = - mvPosition.xyz;",
THREE.ShaderChunk[ "worldpos_vertex" ],
THREE.ShaderChunk[ "shadowmap_vertex" ]
);
code = output.join( "\n" );
}
else {
// blur textures for PBR effect
var requires = {
bias : new THREE.RoughnessToBlinnExponentNode(),
offsetU : 0,
offsetV : 0
};
// parse all nodes to reuse generate codes
this.color.parse( builder );
this.roughness.parse( builder );
this.metalness.parse( builder );
if ( this.alpha ) this.alpha.parse( builder );
if ( this.light ) this.light.parse( builder, 'light' );
if ( this.ao ) this.ao.parse( builder );
if ( this.ambient ) this.ambient.parse( builder );
if ( this.shadow ) this.shadow.parse( builder );
if ( this.emissive ) this.emissive.parse( builder );
if ( this.normal ) this.normal.parse( builder );
if ( this.normalScale && this.normal ) this.normalScale.parse( builder );
if ( this.environment ) this.environment.parse( builder, 'env', requires ); // isolate environment from others inputs ( see TextureNode, CubeTextureNode )
// build code
var color = this.color.buildCode( builder, 'c' );
var roughness = this.roughness.buildCode( builder, 'fv1' );
var metalness = this.metalness.buildCode( builder, 'fv1' );
var reflectivity = this.reflectivity ? this.reflectivity.buildCode( builder, 'fv1' ) : undefined;
var alpha = this.alpha ? this.alpha.buildCode( builder, 'fv1' ) : undefined;
var light = this.light ? this.light.buildCode( builder, 'v3', 'light' ) : undefined;
var ao = this.ao ? this.ao.buildCode( builder, 'fv1' ) : undefined;
var ambient = this.ambient ? this.ambient.buildCode( builder, 'c' ) : undefined;
var shadow = this.shadow ? this.shadow.buildCode( builder, 'c' ) : undefined;
var emissive = this.emissive ? this.emissive.buildCode( builder, 'c' ) : undefined;
var normal = this.normal ? this.normal.buildCode( builder, 'v3' ) : undefined;
var normalScale = this.normalScale && this.normal ? this.normalScale.buildCode( builder, 'v2' ) : undefined;
var environment = this.environment ? this.environment.buildCode( builder, 'c', 'env', requires ) : undefined;
material.requestAttrib.transparent = alpha != undefined;
material.addFragmentPars( [
"varying vec3 vViewPosition;",
"#ifndef FLAT_SHADED",
" varying vec3 vNormal;",
"#endif",
THREE.ShaderChunk[ "common" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "bsdfs" ],
THREE.ShaderChunk[ "lights_pars" ],
THREE.ShaderChunk[ "lights_physical_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
].join( "\n" ) );
var output = [
// prevent undeclared normal
THREE.ShaderChunk[ "normal_fragment" ],
// prevent undeclared material
" PhysicalMaterial material;",
" material.diffuseColor = vec3( 1.0 );",
color.code,
" vec3 diffuseColor = " + color.result + ";",
" ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
THREE.ShaderChunk[ "logdepthbuf_fragment" ],
roughness.code,
" float roughnessFactor = " + roughness.result + ";",
metalness.code,
" float metalnessFactor = " + metalness.result + ";"
];
if ( alpha ) {
output.push(
alpha.code,
'if ( ' + alpha.result + ' <= ALPHATEST ) discard;'
);
}
if ( normal ) {
builder.include( 'perturbNormal2Arb' );
output.push( normal.code );
if ( normalScale ) output.push( normalScale.code );
output.push(
'normal = perturbNormal2Arb(-vViewPosition,normal,' +
normal.result + ',' +
new THREE.UVNode().build( builder, 'v2' ) + ',' +
( normalScale ? normalScale.result : 'vec2( 1.0 )' ) + ');'
);
}
// optimization for now
output.push( 'material.diffuseColor = ' + ( light ? 'vec3( 1.0 )' : 'diffuseColor * (1.0 - metalnessFactor)' ) + ';' );
output.push(
// accumulation
'material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );' // disney's remapping of [ 0, 1 ] roughness to [ 0.001, 1 ]
);
if ( reflectivity ) {
output.push(
'material.specularColor = mix( vec3( 0.16 * pow2( ' + reflectivity.builder( builder, 'fv1' ) + ' ) ), diffuseColor, metalnessFactor );'
);
}
else {
output.push(
'material.specularColor = mix( vec3( 0.04 ), diffuseColor, metalnessFactor );'
);
}
output.push(
THREE.ShaderChunk[ "lights_template" ]
);
if ( light ) {
output.push(
light.code,
"reflectedLight.directDiffuse = " + light.result + ";"
);
// apply color
output.push(
"diffuseColor *= 1.0 - metalnessFactor;",
"reflectedLight.directDiffuse *= diffuseColor;",
"reflectedLight.indirectDiffuse *= diffuseColor;"
);
}
if ( ao ) {
output.push(
ao.code,
"reflectedLight.indirectDiffuse *= " + ao.result + ";"
);
}
if ( ambient ) {
output.push(
ambient.code,
"reflectedLight.indirectDiffuse += " + ambient.result + ";"
);
}
if ( shadow ) {
output.push(
shadow.code,
"reflectedLight.directDiffuse *= " + shadow.result + ";",
"reflectedLight.directSpecular *= " + shadow.result + ";"
);
}
if ( emissive ) {
output.push(
emissive.code,
"reflectedLight.directDiffuse += " + emissive.result + ";"
);
}
if ( environment ) {
output.push(
environment.code,
"RE_IndirectSpecular(" + environment.result + ", geometry, material, reflectedLight );"
);
}
output.push( "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;" );
output.push(
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
THREE.ShaderChunk[ "fog_fragment" ]
);
if ( alpha ) {
output.push( "gl_FragColor = vec4( outgoingLight, " + alpha.result + " );" );
}
else {
output.push( "gl_FragColor = vec4( outgoingLight, 1.0 );" );
}
code = output.join( "\n" );
}
return code;
};