three
Version:
JavaScript 3D library
166 lines (108 loc) • 3.31 kB
JavaScript
/**
* @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;
};