mirror of
https://github.com/tengge1/ShadowEditor.git
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166 lines
3.2 KiB
JavaScript
166 lines
3.2 KiB
JavaScript
/**
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* @author sunag / http://www.sunag.com.br/
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*/
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THREE.SpriteNode = function () {
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THREE.GLNode.call( this );
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this.color = new THREE.ColorNode( 0xEEEEEE );
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this.spherical = true;
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};
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THREE.SpriteNode.prototype = Object.create( THREE.GLNode.prototype );
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THREE.SpriteNode.prototype.constructor = THREE.SpriteNode;
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THREE.SpriteNode.prototype.nodeType = "Sprite";
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THREE.SpriteNode.prototype.build = function ( builder ) {
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var material = builder.material;
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var output, code;
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material.define( 'SPRITE' );
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material.requires.lights = false;
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material.requires.transparent = this.alpha != undefined;
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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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] ) );
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material.addVertexPars( [
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"#include <fog_pars_vertex>"
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].join( "\n" ) );
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output = [
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"#include <begin_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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"#include <project_vertex>",
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"#include <fog_vertex>",
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'mat4 modelViewMtx = modelViewMatrix;',
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'mat4 modelMtx = modelMatrix;',
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// ignore position from modelMatrix (use vary position)
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'modelMtx[3][0] = 0.0;',
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'modelMtx[3][1] = 0.0;',
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'modelMtx[3][2] = 0.0;'
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);
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if ( ! this.spherical ) {
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output.push(
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'modelMtx[1][1] = 1.0;'
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);
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}
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output.push(
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// http://www.geeks3d.com/20140807/billboarding-vertex-shader-glsl/
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// First colunm.
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'modelViewMtx[0][0] = 1.0;',
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'modelViewMtx[0][1] = 0.0;',
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'modelViewMtx[0][2] = 0.0;'
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);
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if ( this.spherical ) {
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output.push(
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// Second colunm.
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'modelViewMtx[1][0] = 0.0;',
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'modelViewMtx[1][1] = 1.0;',
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'modelViewMtx[1][2] = 0.0;'
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);
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}
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output.push(
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// Thrid colunm.
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'modelViewMtx[2][0] = 0.0;',
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'modelViewMtx[2][1] = 0.0;',
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'modelViewMtx[2][2] = 1.0;',
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// apply
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'gl_Position = projectionMatrix * modelViewMtx * modelMtx * vec4( transformed, 1.0 );'
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);
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} else {
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material.addFragmentPars( [
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"#include <fog_pars_fragment>",
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].join( "\n" ) );
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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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if ( this.alpha ) this.alpha.parse( builder );
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// build code
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var color = this.color.buildCode( builder, 'c', { slot: 'color' } );
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var alpha = this.alpha ? this.alpha.buildCode( builder, 'fv1' ) : undefined;
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output = [ color.code ];
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if ( alpha ) {
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output.push(
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alpha.code,
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"gl_FragColor = vec4( " + color.result + ", " + alpha.result + " );"
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);
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} else {
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output.push( "gl_FragColor = vec4( " + color.result + ", 1.0 );" );
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}
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output.push( "#include <fog_fragment>" );
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}
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return output.join( "\n" );
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};
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THREE.SpriteNode.prototype.toJSON = function ( meta ) {
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var data = this.getJSONNode( meta );
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if ( ! data ) {
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data = this.createJSONNode( meta );
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// vertex
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if ( this.transform ) data.transform = this.transform.toJSON( meta ).uuid;
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// fragment
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data.color = this.color.toJSON( meta ).uuid;
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if ( this.spherical === false ) data.spherical = false;
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if ( this.alpha ) data.alpha = this.alpha.toJSON( meta ).uuid;
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}
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return data;
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};
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