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