mirror of
https://github.com/tengge1/ShadowEditor.git
synced 2026-01-25 15:08:11 +00:00
393 lines
10 KiB
JavaScript
393 lines
10 KiB
JavaScript
/**
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* @author sunag / http://www.sunag.com.br/
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*/
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THREE.StandardNode = function() {
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THREE.GLNode.call( this );
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this.color = new THREE.ColorNode( 0xEEEEEE );
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this.roughness = new THREE.FloatNode( 0.5 );
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this.metalness = new THREE.FloatNode( 0.5 );
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};
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THREE.StandardNode.prototype = Object.create( THREE.GLNode.prototype );
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THREE.StandardNode.prototype.constructor = THREE.StandardNode;
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THREE.StandardNode.prototype.build = function( builder ) {
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var material = builder.material;
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var code;
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material.define( 'PHYSICAL' );
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if ( !this.clearCoat && !this.clearCoatRoughness ) material.define( 'STANDARD' );
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material.define( 'ALPHATEST', '0.0' );
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material.requestAttribs.light = true;
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material.extensions.shaderTextureLOD = true;
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if ( builder.isShader( 'vertex' ) ) {
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var transform = this.transform ? this.transform.parseAndBuildCode( builder, 'v3', { cache : 'transform' } ) : undefined;
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material.mergeUniform( THREE.UniformsUtils.merge( [
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THREE.UniformsLib[ "fog" ],
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THREE.UniformsLib[ "lights" ]
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] ) );
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material.addVertexPars( [
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"varying vec3 vViewPosition;",
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"#ifndef FLAT_SHADED",
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" varying vec3 vNormal;",
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"#endif",
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "fog_pars_vertex" ],
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THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
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THREE.ShaderChunk[ "skinning_pars_vertex" ],
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THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ]
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].join( "\n" ) );
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var output = [
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THREE.ShaderChunk[ "beginnormal_vertex" ],
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THREE.ShaderChunk[ "morphnormal_vertex" ],
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THREE.ShaderChunk[ "skinbase_vertex" ],
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THREE.ShaderChunk[ "skinnormal_vertex" ],
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THREE.ShaderChunk[ "defaultnormal_vertex" ],
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"#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
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" vNormal = normalize( transformedNormal );",
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"#endif",
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THREE.ShaderChunk[ "begin_vertex" ],
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THREE.ShaderChunk[ "fog_vertex" ]
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];
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if ( transform ) {
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output.push(
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transform.code,
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"transformed = " + transform.result + ";"
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);
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}
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output.push(
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THREE.ShaderChunk[ "morphtarget_vertex" ],
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THREE.ShaderChunk[ "skinning_vertex" ],
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THREE.ShaderChunk[ "project_vertex" ],
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THREE.ShaderChunk[ "logdepthbuf_vertex" ],
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" vViewPosition = - mvPosition.xyz;",
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THREE.ShaderChunk[ "worldpos_vertex" ],
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THREE.ShaderChunk[ "shadowmap_vertex" ]
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);
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code = output.join( "\n" );
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} else {
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// blur textures for PBR effect
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var requires = {
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bias : new THREE.RoughnessToBlinnExponentNode(),
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offsetU : 0,
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offsetV : 0
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};
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var useClearCoat = !material.isDefined( 'STANDARD' );
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// parse all nodes to reuse generate codes
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this.color.parse( builder, { slot : 'color' } );
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this.roughness.parse( builder );
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this.metalness.parse( builder );
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if ( this.alpha ) this.alpha.parse( builder );
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if ( this.normal ) this.normal.parse( builder );
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if ( this.normalScale && this.normal ) this.normalScale.parse( builder );
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if (this.clearCoat) this.clearCoat.parse( builder );
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if (this.clearCoatRoughness) this.clearCoatRoughness.parse( builder );
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if ( this.reflectivity ) this.reflectivity.parse( builder );
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if ( this.light ) this.light.parse( builder, { cache : 'light' } );
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if ( this.ao ) this.ao.parse( builder );
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if ( this.ambient ) this.ambient.parse( builder );
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if ( this.shadow ) this.shadow.parse( builder );
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if ( this.emissive ) this.emissive.parse( builder, { slot : 'emissive' } );
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if ( this.environment ) this.environment.parse( builder, { cache : 'env', requires : requires, slot : 'environment' } ); // isolate environment from others inputs ( see TextureNode, CubeTextureNode )
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// build code
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var color = this.color.buildCode( builder, 'c', { slot : 'color' } );
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var roughness = this.roughness.buildCode( builder, 'fv1' );
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var metalness = this.metalness.buildCode( builder, 'fv1' );
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var alpha = this.alpha ? this.alpha.buildCode( builder, 'fv1' ) : undefined;
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var normal = this.normal ? this.normal.buildCode( builder, 'v3' ) : undefined;
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var normalScale = this.normalScale && this.normal ? this.normalScale.buildCode( builder, 'v2' ) : undefined;
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var clearCoat = this.clearCoat ? this.clearCoat.buildCode( builder, 'fv1' ) : undefined;
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var clearCoatRoughness = this.clearCoatRoughness ? this.clearCoatRoughness.buildCode( builder, 'fv1' ) : undefined;
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var reflectivity = this.reflectivity ? this.reflectivity.buildCode( builder, 'fv1' ) : undefined;
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var light = this.light ? this.light.buildCode( builder, 'v3', { cache : 'light' } ) : undefined;
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var ao = this.ao ? this.ao.buildCode( builder, 'fv1' ) : undefined;
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var ambient = this.ambient ? this.ambient.buildCode( builder, 'c' ) : undefined;
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var shadow = this.shadow ? this.shadow.buildCode( builder, 'c' ) : undefined;
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var emissive = this.emissive ? this.emissive.buildCode( builder, 'c', { slot : 'emissive' } ) : undefined;
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var environment = this.environment ? this.environment.buildCode( builder, 'c', { cache : 'env', requires : requires, slot : 'environment' } ) : undefined;
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var clearCoatEnv = useClearCoat && environment ? this.environment.buildCode( builder, 'c', { cache : 'clearCoat', requires : requires, slot : 'environment' } ) : undefined;
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material.requestAttribs.transparent = alpha != undefined;
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material.addFragmentPars( [
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"varying vec3 vViewPosition;",
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"#ifndef FLAT_SHADED",
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" varying vec3 vNormal;",
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"#endif",
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THREE.ShaderChunk[ "common" ],
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THREE.ShaderChunk[ "fog_pars_fragment" ],
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THREE.ShaderChunk[ "bsdfs" ],
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THREE.ShaderChunk[ "lights_pars" ],
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THREE.ShaderChunk[ "lights_physical_pars_fragment" ],
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THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
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THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ]
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].join( "\n" ) );
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var output = [
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// prevent undeclared normal
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THREE.ShaderChunk[ "normal_flip" ],
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THREE.ShaderChunk[ "normal_fragment" ],
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// prevent undeclared material
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" PhysicalMaterial material;",
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" material.diffuseColor = vec3( 1.0 );",
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color.code,
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" vec3 diffuseColor = " + color.result + ";",
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" ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
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THREE.ShaderChunk[ "logdepthbuf_fragment" ],
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roughness.code,
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" float roughnessFactor = " + roughness.result + ";",
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metalness.code,
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" float metalnessFactor = " + metalness.result + ";"
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];
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if ( alpha ) {
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output.push(
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alpha.code,
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'if ( ' + alpha.result + ' <= ALPHATEST ) discard;'
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);
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}
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if ( normal ) {
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builder.include( 'perturbNormal2Arb' );
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output.push( normal.code );
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if ( normalScale ) output.push( normalScale.code );
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output.push(
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'normal = perturbNormal2Arb(-vViewPosition,normal,' +
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normal.result + ',' +
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new THREE.UVNode().build( builder, 'v2' ) + ',' +
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( normalScale ? normalScale.result : 'vec2( 1.0 )' ) + ');'
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);
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}
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// optimization for now
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output.push( 'material.diffuseColor = ' + ( light ? 'vec3( 1.0 )' : 'diffuseColor * (1.0 - metalnessFactor)' ) + ';' );
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output.push(
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// accumulation
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'material.specularRoughness = clamp( roughnessFactor, DEFAULT_SPECULAR_COEFFICIENT, 1.0 );' // disney's remapping of [ 0, 1 ] roughness to [ 0.001, 1 ]
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);
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if (clearCoat) {
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output.push(
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clearCoat.code,
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'material.clearCoat = saturate( ' + clearCoat.result + ' );'
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);
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} else if (useClearCoat) {
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output.push( 'material.clearCoat = 0.0;' );
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}
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if (clearCoatRoughness) {
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output.push(
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clearCoatRoughness.code,
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'material.clearCoatRoughness = clamp( ' + clearCoatRoughness.result + ', DEFAULT_SPECULAR_COEFFICIENT, 1.0 );'
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);
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} else if (useClearCoat) {
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output.push( 'material.clearCoatRoughness = 0.0;' );
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}
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if ( reflectivity ) {
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output.push(
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reflectivity.code,
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'material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( ' + reflectivity.result + ' ) ), diffuseColor, metalnessFactor );'
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);
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} else {
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output.push(
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'material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor, metalnessFactor );'
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);
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}
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output.push(
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THREE.ShaderChunk[ "lights_template" ]
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);
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if ( light ) {
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output.push(
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light.code,
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"reflectedLight.directDiffuse = " + light.result + ";"
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);
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// apply color
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output.push(
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"diffuseColor *= 1.0 - metalnessFactor;",
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"reflectedLight.directDiffuse *= diffuseColor;",
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"reflectedLight.indirectDiffuse *= diffuseColor;"
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);
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}
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if ( ao ) {
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output.push(
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ao.code,
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"reflectedLight.indirectDiffuse *= " + ao.result + ";",
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"float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );",
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"reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, " + ao.result + ", material.specularRoughness );"
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);
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}
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if ( ambient ) {
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output.push(
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ambient.code,
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"reflectedLight.indirectDiffuse += " + ambient.result + ";"
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);
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}
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if ( shadow ) {
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output.push(
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shadow.code,
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"reflectedLight.directDiffuse *= " + shadow.result + ";",
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"reflectedLight.directSpecular *= " + shadow.result + ";"
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);
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}
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if ( emissive ) {
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output.push(
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emissive.code,
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"reflectedLight.directDiffuse += " + emissive.result + ";"
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);
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}
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if ( environment ) {
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output.push( environment.code );
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if (clearCoatEnv) {
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output.push(
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clearCoatEnv.code,
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"vec3 clearCoatRadiance = " + clearCoatEnv.result + ";"
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);
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} else {
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output.push("vec3 clearCoatRadiance = vec3( 0.0 );");
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}
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output.push( "RE_IndirectSpecular(" + environment.result + ", clearCoatRadiance, geometry, material, reflectedLight );" );
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}
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output.push( "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;" );
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if ( alpha ) {
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output.push( "gl_FragColor = vec4( outgoingLight, " + alpha.result + " );" );
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} else {
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output.push( "gl_FragColor = vec4( outgoingLight, 1.0 );" );
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}
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output.push(
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THREE.ShaderChunk[ "premultiplied_alpha_fragment" ],
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THREE.ShaderChunk[ "tonemapping_fragment" ],
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THREE.ShaderChunk[ "encodings_fragment" ],
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THREE.ShaderChunk[ "fog_fragment" ]
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);
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code = output.join( "\n" );
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}
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return code;
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};
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