StandardNode.js 10 KB

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  1. /**
  2. * @author sunag / http://www.sunag.com.br/
  3. */
  4. THREE.StandardNode = function() {
  5. THREE.GLNode.call( this );
  6. this.color = new THREE.ColorNode( 0xEEEEEE );
  7. this.roughness = new THREE.FloatNode( 0.5 );
  8. this.metalness = new THREE.FloatNode( 0.5 );
  9. };
  10. THREE.StandardNode.prototype = Object.create( THREE.GLNode.prototype );
  11. THREE.StandardNode.prototype.constructor = THREE.StandardNode;
  12. THREE.StandardNode.prototype.build = function( builder ) {
  13. var material = builder.material;
  14. var code;
  15. material.define( 'PHYSICAL' );
  16. if ( !this.clearCoat && !this.clearCoatRoughness ) material.define( 'STANDARD' );
  17. material.define( 'ALPHATEST', '0.0' );
  18. material.requestAttribs.light = true;
  19. material.extensions.shaderTextureLOD = true;
  20. if ( builder.isShader( 'vertex' ) ) {
  21. var transform = this.transform ? this.transform.parseAndBuildCode( builder, 'v3', { cache : 'transform' } ) : undefined;
  22. material.mergeUniform( THREE.UniformsUtils.merge( [
  23. THREE.UniformsLib[ "fog" ],
  24. THREE.UniformsLib[ "lights" ]
  25. ] ) );
  26. material.addVertexPars( [
  27. "varying vec3 vViewPosition;",
  28. "#ifndef FLAT_SHADED",
  29. " varying vec3 vNormal;",
  30. "#endif",
  31. THREE.ShaderChunk[ "common" ],
  32. THREE.ShaderChunk[ "fog_pars_vertex" ],
  33. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  34. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  35. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  36. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ]
  37. ].join( "\n" ) );
  38. var output = [
  39. THREE.ShaderChunk[ "beginnormal_vertex" ],
  40. THREE.ShaderChunk[ "morphnormal_vertex" ],
  41. THREE.ShaderChunk[ "skinbase_vertex" ],
  42. THREE.ShaderChunk[ "skinnormal_vertex" ],
  43. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  44. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  45. " vNormal = normalize( transformedNormal );",
  46. "#endif",
  47. THREE.ShaderChunk[ "begin_vertex" ],
  48. THREE.ShaderChunk[ "fog_vertex" ]
  49. ];
  50. if ( transform ) {
  51. output.push(
  52. transform.code,
  53. "transformed = " + transform.result + ";"
  54. );
  55. }
  56. output.push(
  57. THREE.ShaderChunk[ "morphtarget_vertex" ],
  58. THREE.ShaderChunk[ "skinning_vertex" ],
  59. THREE.ShaderChunk[ "project_vertex" ],
  60. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  61. " vViewPosition = - mvPosition.xyz;",
  62. THREE.ShaderChunk[ "worldpos_vertex" ],
  63. THREE.ShaderChunk[ "shadowmap_vertex" ]
  64. );
  65. code = output.join( "\n" );
  66. } else {
  67. // blur textures for PBR effect
  68. var requires = {
  69. bias : new THREE.RoughnessToBlinnExponentNode(),
  70. offsetU : 0,
  71. offsetV : 0
  72. };
  73. var useClearCoat = !material.isDefined( 'STANDARD' );
  74. // parse all nodes to reuse generate codes
  75. this.color.parse( builder, { slot : 'color' } );
  76. this.roughness.parse( builder );
  77. this.metalness.parse( builder );
  78. if ( this.alpha ) this.alpha.parse( builder );
  79. if ( this.normal ) this.normal.parse( builder );
  80. if ( this.normalScale && this.normal ) this.normalScale.parse( builder );
  81. if (this.clearCoat) this.clearCoat.parse( builder );
  82. if (this.clearCoatRoughness) this.clearCoatRoughness.parse( builder );
  83. if ( this.reflectivity ) this.reflectivity.parse( builder );
  84. if ( this.light ) this.light.parse( builder, { cache : 'light' } );
  85. if ( this.ao ) this.ao.parse( builder );
  86. if ( this.ambient ) this.ambient.parse( builder );
  87. if ( this.shadow ) this.shadow.parse( builder );
  88. if ( this.emissive ) this.emissive.parse( builder, { slot : 'emissive' } );
  89. if ( this.environment ) this.environment.parse( builder, { cache : 'env', requires : requires, slot : 'environment' } ); // isolate environment from others inputs ( see TextureNode, CubeTextureNode )
  90. // build code
  91. var color = this.color.buildCode( builder, 'c', { slot : 'color' } );
  92. var roughness = this.roughness.buildCode( builder, 'fv1' );
  93. var metalness = this.metalness.buildCode( builder, 'fv1' );
  94. var alpha = this.alpha ? this.alpha.buildCode( builder, 'fv1' ) : undefined;
  95. var normal = this.normal ? this.normal.buildCode( builder, 'v3' ) : undefined;
  96. var normalScale = this.normalScale && this.normal ? this.normalScale.buildCode( builder, 'v2' ) : undefined;
  97. var clearCoat = this.clearCoat ? this.clearCoat.buildCode( builder, 'fv1' ) : undefined;
  98. var clearCoatRoughness = this.clearCoatRoughness ? this.clearCoatRoughness.buildCode( builder, 'fv1' ) : undefined;
  99. var reflectivity = this.reflectivity ? this.reflectivity.buildCode( builder, 'fv1' ) : undefined;
  100. var light = this.light ? this.light.buildCode( builder, 'v3', { cache : 'light' } ) : undefined;
  101. var ao = this.ao ? this.ao.buildCode( builder, 'fv1' ) : undefined;
  102. var ambient = this.ambient ? this.ambient.buildCode( builder, 'c' ) : undefined;
  103. var shadow = this.shadow ? this.shadow.buildCode( builder, 'c' ) : undefined;
  104. var emissive = this.emissive ? this.emissive.buildCode( builder, 'c', { slot : 'emissive' } ) : undefined;
  105. var environment = this.environment ? this.environment.buildCode( builder, 'c', { cache : 'env', requires : requires, slot : 'environment' } ) : undefined;
  106. var clearCoatEnv = useClearCoat && environment ? this.environment.buildCode( builder, 'c', { cache : 'clearCoat', requires : requires, slot : 'environment' } ) : undefined;
  107. material.requestAttribs.transparent = alpha != undefined;
  108. material.addFragmentPars( [
  109. "varying vec3 vViewPosition;",
  110. "#ifndef FLAT_SHADED",
  111. " varying vec3 vNormal;",
  112. "#endif",
  113. THREE.ShaderChunk[ "common" ],
  114. THREE.ShaderChunk[ "fog_pars_fragment" ],
  115. THREE.ShaderChunk[ "bsdfs" ],
  116. THREE.ShaderChunk[ "lights_pars" ],
  117. THREE.ShaderChunk[ "lights_physical_pars_fragment" ],
  118. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  119. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ]
  120. ].join( "\n" ) );
  121. var output = [
  122. // prevent undeclared normal
  123. THREE.ShaderChunk[ "normal_flip" ],
  124. THREE.ShaderChunk[ "normal_fragment" ],
  125. // prevent undeclared material
  126. " PhysicalMaterial material;",
  127. " material.diffuseColor = vec3( 1.0 );",
  128. color.code,
  129. " vec3 diffuseColor = " + color.result + ";",
  130. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  131. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  132. roughness.code,
  133. " float roughnessFactor = " + roughness.result + ";",
  134. metalness.code,
  135. " float metalnessFactor = " + metalness.result + ";"
  136. ];
  137. if ( alpha ) {
  138. output.push(
  139. alpha.code,
  140. 'if ( ' + alpha.result + ' <= ALPHATEST ) discard;'
  141. );
  142. }
  143. if ( normal ) {
  144. builder.include( 'perturbNormal2Arb' );
  145. output.push( normal.code );
  146. if ( normalScale ) output.push( normalScale.code );
  147. output.push(
  148. 'normal = perturbNormal2Arb(-vViewPosition,normal,' +
  149. normal.result + ',' +
  150. new THREE.UVNode().build( builder, 'v2' ) + ',' +
  151. ( normalScale ? normalScale.result : 'vec2( 1.0 )' ) + ');'
  152. );
  153. }
  154. // optimization for now
  155. output.push( 'material.diffuseColor = ' + ( light ? 'vec3( 1.0 )' : 'diffuseColor * (1.0 - metalnessFactor)' ) + ';' );
  156. output.push(
  157. // accumulation
  158. 'material.specularRoughness = clamp( roughnessFactor, DEFAULT_SPECULAR_COEFFICIENT, 1.0 );' // disney's remapping of [ 0, 1 ] roughness to [ 0.001, 1 ]
  159. );
  160. if (clearCoat) {
  161. output.push(
  162. clearCoat.code,
  163. 'material.clearCoat = saturate( ' + clearCoat.result + ' );'
  164. );
  165. } else if (useClearCoat) {
  166. output.push( 'material.clearCoat = 0.0;' );
  167. }
  168. if (clearCoatRoughness) {
  169. output.push(
  170. clearCoatRoughness.code,
  171. 'material.clearCoatRoughness = clamp( ' + clearCoatRoughness.result + ', DEFAULT_SPECULAR_COEFFICIENT, 1.0 );'
  172. );
  173. } else if (useClearCoat) {
  174. output.push( 'material.clearCoatRoughness = 0.0;' );
  175. }
  176. if ( reflectivity ) {
  177. output.push(
  178. reflectivity.code,
  179. 'material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( ' + reflectivity.result + ' ) ), diffuseColor, metalnessFactor );'
  180. );
  181. } else {
  182. output.push(
  183. 'material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor, metalnessFactor );'
  184. );
  185. }
  186. output.push(
  187. THREE.ShaderChunk[ "lights_template" ]
  188. );
  189. if ( light ) {
  190. output.push(
  191. light.code,
  192. "reflectedLight.directDiffuse = " + light.result + ";"
  193. );
  194. // apply color
  195. output.push(
  196. "diffuseColor *= 1.0 - metalnessFactor;",
  197. "reflectedLight.directDiffuse *= diffuseColor;",
  198. "reflectedLight.indirectDiffuse *= diffuseColor;"
  199. );
  200. }
  201. if ( ao ) {
  202. output.push(
  203. ao.code,
  204. "reflectedLight.indirectDiffuse *= " + ao.result + ";",
  205. "float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );",
  206. "reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, " + ao.result + ", material.specularRoughness );"
  207. );
  208. }
  209. if ( ambient ) {
  210. output.push(
  211. ambient.code,
  212. "reflectedLight.indirectDiffuse += " + ambient.result + ";"
  213. );
  214. }
  215. if ( shadow ) {
  216. output.push(
  217. shadow.code,
  218. "reflectedLight.directDiffuse *= " + shadow.result + ";",
  219. "reflectedLight.directSpecular *= " + shadow.result + ";"
  220. );
  221. }
  222. if ( emissive ) {
  223. output.push(
  224. emissive.code,
  225. "reflectedLight.directDiffuse += " + emissive.result + ";"
  226. );
  227. }
  228. if ( environment ) {
  229. output.push( environment.code );
  230. if (clearCoatEnv) {
  231. output.push(
  232. clearCoatEnv.code,
  233. "vec3 clearCoatRadiance = " + clearCoatEnv.result + ";"
  234. );
  235. } else {
  236. output.push("vec3 clearCoatRadiance = vec3( 0.0 );");
  237. }
  238. output.push( "RE_IndirectSpecular(" + environment.result + ", clearCoatRadiance, geometry, material, reflectedLight );" );
  239. }
  240. output.push( "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;" );
  241. if ( alpha ) {
  242. output.push( "gl_FragColor = vec4( outgoingLight, " + alpha.result + " );" );
  243. } else {
  244. output.push( "gl_FragColor = vec4( outgoingLight, 1.0 );" );
  245. }
  246. output.push(
  247. THREE.ShaderChunk[ "premultiplied_alpha_fragment" ],
  248. THREE.ShaderChunk[ "tonemapping_fragment" ],
  249. THREE.ShaderChunk[ "encodings_fragment" ],
  250. THREE.ShaderChunk[ "fog_fragment" ]
  251. );
  252. code = output.join( "\n" );
  253. }
  254. return code;
  255. };