import { UniformsLib, UniformsUtils } from '../../../../../build/three.module.js'; import { Node } from '../../core/Node.js'; import { ColorNode } from '../../inputs/ColorNode.js'; class SpriteNode extends Node { constructor() { super(); this.color = new ColorNode( 0xEEEEEE ); this.spherical = true; } build( builder ) { let output; builder.define( 'SPRITE' ); builder.requires.lights = false; builder.requires.transparent = this.alpha !== undefined; if ( builder.isShader( 'vertex' ) ) { const position = this.position ? this.position.analyzeAndFlow( builder, 'v3', { cache: 'position' } ) : undefined; builder.mergeUniform( UniformsUtils.merge( [ UniformsLib.fog ] ) ); builder.addParsCode( /* glsl */` #include #include #include ` ); output = [ '#include ', '#include ' ]; if ( position ) { output.push( position.code, position.result ? 'transformed = ' + position.result + ';' : '' ); } output.push( '#include ', '#include ', 'mat4 modelViewMtx = modelViewMatrix;', 'mat4 modelMtx = modelMatrix;', // ignore position from modelMatrix (use vary position) 'modelMtx[3][0] = 0.0;', 'modelMtx[3][1] = 0.0;', 'modelMtx[3][2] = 0.0;' ); if ( ! this.spherical ) { output.push( 'modelMtx[1][1] = 1.0;' ); } output.push( // http://www.geeks3d.com/20140807/billboarding-vertex-shader-glsl/ // First colunm. 'modelViewMtx[0][0] = 1.0;', 'modelViewMtx[0][1] = 0.0;', 'modelViewMtx[0][2] = 0.0;' ); if ( this.spherical ) { output.push( // Second colunm. 'modelViewMtx[1][0] = 0.0;', 'modelViewMtx[1][1] = 1.0;', 'modelViewMtx[1][2] = 0.0;' ); } output.push( // Thrid colunm. 'modelViewMtx[2][0] = 0.0;', 'modelViewMtx[2][1] = 0.0;', 'modelViewMtx[2][2] = 1.0;', 'gl_Position = projectionMatrix * modelViewMtx * modelMtx * vec4( transformed, 1.0 );', '#include ', '#include ', '#include ' ); } else { builder.addParsCode( /* glsl */` #include #include #include ` ); builder.addCode( /* glsl */` #include #include ` ); // analyze all nodes to reuse generate codes if ( this.mask ) this.mask.analyze( builder ); if ( this.alpha ) this.alpha.analyze( builder ); this.color.analyze( builder, { slot: 'color' } ); // build code const mask = this.mask ? this.mask.flow( builder, 'b' ) : undefined, alpha = this.alpha ? this.alpha.flow( builder, 'f' ) : undefined, color = this.color.flow( builder, 'c', { slot: 'color' } ); output = []; if ( mask ) { output.push( mask.code, 'if ( ! ' + mask.result + ' ) discard;' ); } if ( alpha ) { output.push( alpha.code, '#ifdef ALPHATEST', 'if ( ' + alpha.result + ' <= ALPHATEST ) discard;', '#endif', color.code, 'gl_FragColor = vec4( ' + color.result + ', ' + alpha.result + ' );' ); } else { output.push( color.code, 'gl_FragColor = vec4( ' + color.result + ', 1.0 );' ); } output.push( '#include ', '#include ', '#include ' ); } return output.join( '\n' ); } copy( source ) { super.copy( source ); // vertex if ( source.position ) this.position = source.position; // fragment this.color = source.color; if ( source.spherical !== undefined ) this.spherical = source.spherical; if ( source.mask ) this.mask = source.mask; if ( source.alpha ) this.alpha = source.alpha; return this; } toJSON( meta ) { let data = this.getJSONNode( meta ); if ( ! data ) { data = this.createJSONNode( meta ); // vertex if ( this.position ) data.position = this.position.toJSON( meta ).uuid; // fragment data.color = this.color.toJSON( meta ).uuid; if ( this.spherical === false ) data.spherical = false; if ( this.mask ) data.mask = this.mask.toJSON( meta ).uuid; if ( this.alpha ) data.alpha = this.alpha.toJSON( meta ).uuid; } return data; } } SpriteNode.prototype.nodeType = 'Sprite'; export { SpriteNode };