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- /**
- * @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[ node ];
- },
- 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" ) ) );
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