import NodeMaterial from './NodeMaterial.js'; import { SpriteMaterial } from 'three'; import { vec2, vec3, vec4, assign, add, mul, sub, positionLocal, bypass, length, cos, sin, modelViewMatrix, cameraProjectionMatrix, modelWorldMatrix, materialRotation } from '../shadernode/ShaderNodeElements.js'; const defaultValues = new SpriteMaterial(); class SpriteNodeMaterial extends NodeMaterial { constructor( parameters ) { super(); this.isSpriteNodeMaterial = true; this.lights = true; this.colorNode = null; this.opacityNode = null; this.rotationNode = null; this.alphaTestNode = null; this.lightNode = null; this.positionNode = null; this.setDefaultValues( defaultValues ); this.setValues( parameters ); } generatePosition( builder ) { // < VERTEX STAGE > let vertex = positionLocal; if ( this.positionNode !== null ) { vertex = bypass( vertex, assign( positionLocal, this.positionNode ) ); } let mvPosition = mul( modelViewMatrix, vec4( 0, 0, 0, 1 ) ); const scale = vec2( length( vec3( modelWorldMatrix[ 0 ].x, modelWorldMatrix[ 0 ].y, modelWorldMatrix[ 0 ].z ) ), length( vec3( modelWorldMatrix[ 1 ].x, modelWorldMatrix[ 1 ].y, modelWorldMatrix[ 1 ].z ) ) ); const alignedPosition = mul( positionLocal.xy, scale ); const rotation = this.rotationNode || materialRotation; let rotatedPosition = vec2( sub( mul( cos( rotation ), alignedPosition.x ), mul( sin( rotation ), alignedPosition.y ) ), add( mul( sin( rotation ), alignedPosition.x ), mul( cos( rotation ), alignedPosition.y ) ) ); mvPosition = vec4( add( mvPosition.xy, rotatedPosition.xy ), mvPosition.z, mvPosition.w ); const modelViewProjection = mul( cameraProjectionMatrix, mvPosition ); builder.context.vertex = vertex; builder.addFlow( 'vertex', modelViewProjection ); } copy( source ) { this.colorNode = source.colorNode; this.opacityNode = source.opacityNode; this.rotationNode = source.rotationNode; this.alphaTestNode = source.alphaTestNode; this.lightNode = source.lightNode; this.positionNode = source.positionNode; return super.copy( source ); } } export default SpriteNodeMaterial;