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three

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JavaScript 3D library

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/** * @author sunag / http://www.sunag.com.br/ */ THREE.SpriteNode = function () { THREE.GLNode.call( this ); this.color = new THREE.ColorNode( 0xEEEEEE ); this.spherical = true; }; THREE.SpriteNode.prototype = Object.create( THREE.GLNode.prototype ); THREE.SpriteNode.prototype.constructor = THREE.SpriteNode; THREE.SpriteNode.prototype.nodeType = "Sprite"; THREE.SpriteNode.prototype.build = function ( builder ) { var material = builder.material; var output, code; material.define( 'SPRITE' ); material.requires.lights = false; material.requires.transparent = this.alpha != undefined; if ( builder.isShader( 'vertex' ) ) { var transform = this.transform ? this.transform.parseAndBuildCode( builder, 'v3', { cache: 'transform' } ) : undefined; material.mergeUniform( THREE.UniformsUtils.merge( [ THREE.UniformsLib[ "fog" ] ] ) ); material.addVertexPars( [ "#include <fog_pars_vertex>" ].join( "\n" ) ); output = [ "#include <begin_vertex>" ]; if ( transform ) { output.push( transform.code, "transformed = " + transform.result + ";" ); } output.push( "#include <project_vertex>", "#include <fog_vertex>", 'mat4 modelViewMtx = modelViewMatrix;', 'mat4 modelMtx = modelMatrix;', // ignore position from modelMatrix (use vary position) 'modelMtx[3][0] = 0.0;', 'modelMtx[3][1] = 0.0;', 'modelMtx[3][2] = 0.0;' ); if ( ! this.spherical ) { output.push( 'modelMtx[1][1] = 1.0;' ); } output.push( // http://www.geeks3d.com/20140807/billboarding-vertex-shader-glsl/ // First colunm. 'modelViewMtx[0][0] = 1.0;', 'modelViewMtx[0][1] = 0.0;', 'modelViewMtx[0][2] = 0.0;' ); if ( this.spherical ) { output.push( // Second colunm. 'modelViewMtx[1][0] = 0.0;', 'modelViewMtx[1][1] = 1.0;', 'modelViewMtx[1][2] = 0.0;' ); } output.push( // Thrid colunm. 'modelViewMtx[2][0] = 0.0;', 'modelViewMtx[2][1] = 0.0;', 'modelViewMtx[2][2] = 1.0;', // apply 'gl_Position = projectionMatrix * modelViewMtx * modelMtx * vec4( transformed, 1.0 );' ); } else { material.addFragmentPars( [ "#include <fog_pars_fragment>", ].join( "\n" ) ); // parse all nodes to reuse generate codes this.color.parse( builder, { slot: 'color' } ); if ( this.alpha ) this.alpha.parse( builder ); // build code var color = this.color.buildCode( builder, 'c', { slot: 'color' } ); var alpha = this.alpha ? this.alpha.buildCode( builder, 'fv1' ) : undefined; output = [ color.code ]; if ( alpha ) { output.push( alpha.code, "gl_FragColor = vec4( " + color.result + ", " + alpha.result + " );" ); } else { output.push( "gl_FragColor = vec4( " + color.result + ", 1.0 );" ); } output.push( "#include <fog_fragment>" ); } return output.join( "\n" ); }; THREE.SpriteNode.prototype.toJSON = function ( meta ) { var data = this.getJSONNode( meta ); if ( ! data ) { data = this.createJSONNode( meta ); // vertex if ( this.transform ) data.transform = this.transform.toJSON( meta ).uuid; // fragment data.color = this.color.toJSON( meta ).uuid; if ( this.spherical === false ) data.spherical = false; if ( this.alpha ) data.alpha = this.alpha.toJSON( meta ).uuid; } return data; };