three
Version:
JavaScript 3D library
215 lines (141 loc) • 4.32 kB
JavaScript
/**
* @author sunag / http://www.sunag.com.br/
*/
THREE.NodeLib = {
nodes: {},
keywords: {},
add: function ( node ) {
this.nodes[ node.name ] = node;
},
addKeyword: function ( name, callback, cache ) {
cache = cache !== undefined ? cache : true;
this.keywords[ name ] = { callback: callback, cache: cache };
},
remove: function ( node ) {
delete this.nodes[ node.name ];
},
removeKeyword: function ( name ) {
delete this.keywords[ name ];
},
get: function ( name ) {
return this.nodes[ name ];
},
getKeyword: function ( name, material ) {
return this.keywords[ name ].callback.call( this, material );
},
getKeywordData: function ( name ) {
return this.keywords[ name ];
},
contains: function ( name ) {
return this.nodes[ name ] != undefined;
},
containsKeyword: function ( name ) {
return this.keywords[ name ] != undefined;
}
};
//
// Keywords
//
THREE.NodeLib.addKeyword( 'uv', function () {
return new THREE.UVNode();
} );
THREE.NodeLib.addKeyword( 'uv2', function () {
return new THREE.UVNode( 1 );
} );
THREE.NodeLib.addKeyword( 'position', function () {
return new THREE.PositionNode();
} );
THREE.NodeLib.addKeyword( 'worldPosition', function () {
return new THREE.PositionNode( THREE.PositionNode.WORLD );
} );
THREE.NodeLib.addKeyword( 'normal', function () {
return new THREE.NormalNode();
} );
THREE.NodeLib.addKeyword( 'worldNormal', function () {
return new THREE.NormalNode( THREE.NormalNode.WORLD );
} );
THREE.NodeLib.addKeyword( 'viewPosition', function () {
return new THREE.PositionNode( THREE.NormalNode.VIEW );
} );
THREE.NodeLib.addKeyword( 'viewNormal', function () {
return new THREE.NormalNode( THREE.NormalNode.VIEW );
} );
THREE.NodeLib.addKeyword( 'time', function () {
return new THREE.TimerNode();
} );
//
// Luma
//
THREE.NodeLib.add( new THREE.ConstNode( "vec3 LUMA vec3(0.2125, 0.7154, 0.0721)" ) );
//
// NormalMap
//
THREE.NodeLib.add( new THREE.FunctionNode( [
// Per-Pixel Tangent Space Normal Mapping
// http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
"vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 map, vec2 mUv, vec2 scale ) {",
" vec3 q0 = dFdx( eye_pos );",
" vec3 q1 = dFdy( eye_pos );",
" vec2 st0 = dFdx( mUv.st );",
" vec2 st1 = dFdy( mUv.st );",
" vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
" vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
" vec3 N = normalize( surf_norm );",
" vec3 mapN = map * 2.0 - 1.0;",
" mapN.xy = scale * mapN.xy;",
" mat3 tsn = mat3( S, T, N );",
" return normalize( tsn * mapN );",
"}"
].join( "\n" ), null, { derivatives: true } ) );
//
// Noise
//
THREE.NodeLib.add( new THREE.FunctionNode( [
"float snoise(vec2 co) {",
" return fract( sin( dot(co.xy, vec2(12.9898,78.233) ) ) * 43758.5453 );",
"}"
].join( "\n" ) ) );
//
// Hue
//
THREE.NodeLib.add( new THREE.FunctionNode( [
"vec3 hue_rgb(vec3 rgb, float adjustment) {",
" const mat3 RGBtoYIQ = mat3(0.299, 0.587, 0.114, 0.595716, -0.274453, -0.321263, 0.211456, -0.522591, 0.311135);",
" const mat3 YIQtoRGB = mat3(1.0, 0.9563, 0.6210, 1.0, -0.2721, -0.6474, 1.0, -1.107, 1.7046);",
" vec3 yiq = RGBtoYIQ * rgb;",
" float hue = atan(yiq.z, yiq.y) + adjustment;",
" float chroma = sqrt(yiq.z * yiq.z + yiq.y * yiq.y);",
" return YIQtoRGB * vec3(yiq.x, chroma * cos(hue), chroma * sin(hue));",
"}"
].join( "\n" ) ) );
//
// Saturation
//
THREE.NodeLib.add( new THREE.FunctionNode( [
// Algorithm from Chapter 16 of OpenGL Shading Language
"vec3 saturation_rgb(vec3 rgb, float adjustment) {",
" vec3 intensity = vec3(dot(rgb, LUMA));",
" return mix(intensity, rgb, adjustment);",
"}"
].join( "\n" ) ) );
//
// Luminance
//
THREE.NodeLib.add( new THREE.FunctionNode( [
// Algorithm from Chapter 10 of Graphics Shaders
"float luminance_rgb(vec3 rgb) {",
" return dot(rgb, LUMA);",
"}"
].join( "\n" ) ) );
//
// Vibrance
//
THREE.NodeLib.add( new THREE.FunctionNode( [
// Shader by Evan Wallace adapted by @lo-th
"vec3 vibrance_rgb(vec3 rgb, float adjustment) {",
" float average = (rgb.r + rgb.g + rgb.b) / 3.0;",
" float mx = max(rgb.r, max(rgb.g, rgb.b));",
" float amt = (mx - average) * (-3.0 * adjustment);",
" return mix(rgb.rgb, vec3(mx), amt);",
"}"
].join( "\n" ) ) );