StandardNode.js 12 KB

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  1. /**
  2. * @author sunag / http://www.sunag.com.br/
  3. */
  4. import { Node } from '../../core/Node.js';
  5. import { ColorNode } from '../../inputs/ColorNode.js';
  6. import { FloatNode } from '../../inputs/FloatNode.js';
  7. import { RoughnessToBlinnExponentNode } from '../../bsdfs/RoughnessToBlinnExponentNode.js';
  8. function StandardNode() {
  9. Node.call( this );
  10. this.color = new ColorNode( 0xEEEEEE );
  11. this.roughness = new FloatNode( 0.5 );
  12. this.metalness = new FloatNode( 0.5 );
  13. }
  14. StandardNode.prototype = Object.create( Node.prototype );
  15. StandardNode.prototype.constructor = StandardNode;
  16. StandardNode.prototype.nodeType = "Standard";
  17. StandardNode.prototype.build = function ( builder ) {
  18. var code;
  19. builder.define( this.clearCoat || this.clearCoatRoughness ? 'PHYSICAL' : 'STANDARD' );
  20. builder.requires.lights = true;
  21. builder.extensions.shaderTextureLOD = true;
  22. if ( builder.isShader( 'vertex' ) ) {
  23. var position = this.position ? this.position.parseAndBuildCode( builder, 'v3', { cache: 'position' } ) : undefined;
  24. builder.mergeUniform( THREE.UniformsUtils.merge( [
  25. THREE.UniformsLib.fog,
  26. THREE.UniformsLib.lights
  27. ] ) );
  28. builder.addParsCode( [
  29. "varying vec3 vViewPosition;",
  30. "#ifndef FLAT_SHADED",
  31. " varying vec3 vNormal;",
  32. "#endif",
  33. //"#include <encodings_pars_fragment>", // encoding functions
  34. "#include <fog_pars_vertex>",
  35. "#include <morphtarget_pars_vertex>",
  36. "#include <skinning_pars_vertex>",
  37. "#include <shadowmap_pars_vertex>",
  38. "#include <logdepthbuf_pars_vertex>",
  39. "#include <clipping_planes_pars_vertex>"
  40. ].join( "\n" ) );
  41. var output = [
  42. "#include <beginnormal_vertex>",
  43. "#include <morphnormal_vertex>",
  44. "#include <skinbase_vertex>",
  45. "#include <skinnormal_vertex>",
  46. "#include <defaultnormal_vertex>",
  47. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  48. " vNormal = normalize( transformedNormal );",
  49. "#endif",
  50. "#include <begin_vertex>"
  51. ];
  52. if ( position ) {
  53. output.push(
  54. position.code,
  55. position.result ? "transformed = " + position.result + ";" : ''
  56. );
  57. }
  58. output.push(
  59. "#include <morphtarget_vertex>",
  60. "#include <skinning_vertex>",
  61. "#include <project_vertex>",
  62. "#include <fog_vertex>",
  63. "#include <logdepthbuf_vertex>",
  64. "#include <clipping_planes_vertex>",
  65. " vViewPosition = - mvPosition.xyz;",
  66. "#include <worldpos_vertex>",
  67. "#include <shadowmap_vertex>"
  68. );
  69. code = output.join( "\n" );
  70. } else {
  71. var contextEnvironment = {
  72. bias: RoughnessToBlinnExponentNode,
  73. gamma: true
  74. };
  75. var contextGammaOnly = {
  76. gamma: true
  77. };
  78. var useClearCoat = ! builder.isDefined( 'STANDARD' );
  79. // parse all nodes to reuse generate codes
  80. this.color.parse( builder, { slot: 'color', context: contextGammaOnly } );
  81. this.roughness.parse( builder );
  82. this.metalness.parse( builder );
  83. if ( this.alpha ) this.alpha.parse( builder );
  84. if ( this.normal ) this.normal.parse( builder );
  85. if ( this.clearCoat ) this.clearCoat.parse( builder );
  86. if ( this.clearCoatRoughness ) this.clearCoatRoughness.parse( builder );
  87. if ( this.reflectivity ) this.reflectivity.parse( builder );
  88. if ( this.light ) this.light.parse( builder, { cache: 'light' } );
  89. if ( this.ao ) this.ao.parse( builder );
  90. if ( this.ambient ) this.ambient.parse( builder );
  91. if ( this.shadow ) this.shadow.parse( builder );
  92. if ( this.emissive ) this.emissive.parse( builder, { slot: 'emissive' } );
  93. if ( this.environment ) this.environment.parse( builder, { cache: 'env', context: contextEnvironment, slot: 'environment' } ); // isolate environment from others inputs ( see TextureNode, CubeTextureNode )
  94. // build code
  95. var color = this.color.buildCode( builder, 'c', { slot: 'color', context: contextGammaOnly } );
  96. var roughness = this.roughness.buildCode( builder, 'f' );
  97. var metalness = this.metalness.buildCode( builder, 'f' );
  98. var alpha = this.alpha ? this.alpha.buildCode( builder, 'f' ) : undefined;
  99. var normal = this.normal ? this.normal.buildCode( builder, 'v3' ) : undefined;
  100. var clearCoat = this.clearCoat ? this.clearCoat.buildCode( builder, 'f' ) : undefined;
  101. var clearCoatRoughness = this.clearCoatRoughness ? this.clearCoatRoughness.buildCode( builder, 'f' ) : undefined;
  102. var reflectivity = this.reflectivity ? this.reflectivity.buildCode( builder, 'f' ) : undefined;
  103. var light = this.light ? this.light.buildCode( builder, 'v3', { cache: 'light' } ) : undefined;
  104. var ao = this.ao ? this.ao.buildCode( builder, 'f' ) : undefined;
  105. var ambient = this.ambient ? this.ambient.buildCode( builder, 'c' ) : undefined;
  106. var shadow = this.shadow ? this.shadow.buildCode( builder, 'c' ) : undefined;
  107. var emissive = this.emissive ? this.emissive.buildCode( builder, 'c', { slot: 'emissive' } ) : undefined;
  108. var environment = this.environment ? this.environment.buildCode( builder, 'c', { cache: 'env', context: contextEnvironment, slot: 'environment' } ) : undefined;
  109. var clearCoatEnv = useClearCoat && environment ? this.environment.buildCode( builder, 'c', { cache: 'clearCoat', context: contextEnvironment, slot: 'environment' } ) : undefined;
  110. builder.requires.transparent = alpha !== undefined;
  111. builder.addParsCode( [
  112. "varying vec3 vViewPosition;",
  113. "#ifndef FLAT_SHADED",
  114. " varying vec3 vNormal;",
  115. "#endif",
  116. "#include <dithering_pars_fragment>",
  117. "#include <fog_pars_fragment>",
  118. "#include <bsdfs>",
  119. "#include <lights_pars_begin>",
  120. "#include <lights_physical_pars_fragment>",
  121. "#include <shadowmap_pars_fragment>",
  122. "#include <logdepthbuf_pars_fragment>"
  123. ].join( "\n" ) );
  124. var output = [
  125. "#include <clipping_planes_fragment>",
  126. // add before: prevent undeclared normal
  127. " #include <normal_fragment_begin>",
  128. // add before: prevent undeclared material
  129. " PhysicalMaterial material;",
  130. " material.diffuseColor = vec3( 1.0 );",
  131. color.code,
  132. " vec3 diffuseColor = " + color.result + ";",
  133. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  134. "#include <logdepthbuf_fragment>",
  135. roughness.code,
  136. " float roughnessFactor = " + roughness.result + ";",
  137. metalness.code,
  138. " float metalnessFactor = " + metalness.result + ";"
  139. ];
  140. if ( alpha ) {
  141. output.push(
  142. alpha.code,
  143. '#ifdef ALPHATEST',
  144. 'if ( ' + alpha.result + ' <= ALPHATEST ) discard;',
  145. '#endif'
  146. );
  147. }
  148. if ( normal ) {
  149. output.push(
  150. normal.code,
  151. 'normal = ' + normal.result + ';'
  152. );
  153. }
  154. // optimization for now
  155. output.push(
  156. 'material.diffuseColor = ' + ( light ? 'vec3( 1.0 )' : 'diffuseColor * (1.0 - metalnessFactor)' ) + ';',
  157. 'material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );'
  158. );
  159. if ( clearCoat ) {
  160. output.push(
  161. clearCoat.code,
  162. 'material.clearCoat = saturate( ' + clearCoat.result + ' );'
  163. );
  164. } else if ( useClearCoat ) {
  165. output.push( 'material.clearCoat = 0.0;' );
  166. }
  167. if ( clearCoatRoughness ) {
  168. output.push(
  169. clearCoatRoughness.code,
  170. 'material.clearCoatRoughness = clamp( ' + clearCoatRoughness.result + ', 0.04, 1.0 );'
  171. );
  172. } else if ( useClearCoat ) {
  173. output.push( 'material.clearCoatRoughness = 0.0;' );
  174. }
  175. if ( reflectivity ) {
  176. output.push(
  177. reflectivity.code,
  178. 'material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( ' + reflectivity.result + ' ) ), diffuseColor, metalnessFactor );'
  179. );
  180. } else {
  181. output.push(
  182. 'material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor, metalnessFactor );'
  183. );
  184. }
  185. output.push(
  186. "#include <lights_fragment_begin>"
  187. );
  188. if ( light ) {
  189. output.push(
  190. light.code,
  191. "reflectedLight.directDiffuse = " + light.result + ";"
  192. );
  193. // apply color
  194. output.push(
  195. "diffuseColor *= 1.0 - metalnessFactor;",
  196. "reflectedLight.directDiffuse *= diffuseColor;",
  197. "reflectedLight.indirectDiffuse *= diffuseColor;"
  198. );
  199. }
  200. if ( ao ) {
  201. output.push(
  202. ao.code,
  203. "reflectedLight.indirectDiffuse *= " + ao.result + ";",
  204. "float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );",
  205. "reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, " + ao.result + ", material.specularRoughness );"
  206. );
  207. }
  208. if ( ambient ) {
  209. output.push(
  210. ambient.code,
  211. "reflectedLight.indirectDiffuse += " + ambient.result + ";"
  212. );
  213. }
  214. if ( shadow ) {
  215. output.push(
  216. shadow.code,
  217. "reflectedLight.directDiffuse *= " + shadow.result + ";",
  218. "reflectedLight.directSpecular *= " + shadow.result + ";"
  219. );
  220. }
  221. if ( emissive ) {
  222. output.push(
  223. emissive.code,
  224. "reflectedLight.directDiffuse += " + emissive.result + ";"
  225. );
  226. }
  227. if ( environment ) {
  228. output.push( environment.code );
  229. if ( clearCoatEnv ) {
  230. output.push(
  231. clearCoatEnv.code,
  232. "clearCoatRadiance += " + clearCoatEnv.result + ";"
  233. );
  234. }
  235. output.push( "radiance += " + environment.result + ";" );
  236. }
  237. output.push(
  238. "#include <lights_fragment_end>"
  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. "#include <tonemapping_fragment>",
  248. "#include <encodings_fragment>",
  249. "#include <fog_fragment>",
  250. "#include <premultiplied_alpha_fragment>",
  251. "#include <dithering_fragment>"
  252. );
  253. code = output.join( "\n" );
  254. }
  255. return code;
  256. };
  257. StandardNode.prototype.copy = function ( source ) {
  258. Node.prototype.copy.call( this, source );
  259. // vertex
  260. if ( source.position ) this.position = source.position;
  261. // fragment
  262. this.color = source.color;
  263. this.roughness = source.roughness;
  264. this.metalness = source.metalness;
  265. if ( source.alpha ) this.alpha = source.alpha;
  266. if ( source.normal ) this.normal = source.normal;
  267. if ( source.clearCoat ) this.clearCoat = source.clearCoat;
  268. if ( source.clearCoatRoughness ) this.clearCoatRoughness = source.clearCoatRoughness;
  269. if ( source.reflectivity ) this.reflectivity = source.reflectivity;
  270. if ( source.light ) this.light = source.light;
  271. if ( source.shadow ) this.shadow = source.shadow;
  272. if ( source.ao ) this.ao = source.ao;
  273. if ( source.emissive ) this.emissive = source.emissive;
  274. if ( source.ambient ) this.ambient = source.ambient;
  275. if ( source.environment ) this.environment = source.environment;
  276. };
  277. StandardNode.prototype.toJSON = function ( meta ) {
  278. var data = this.getJSONNode( meta );
  279. if ( ! data ) {
  280. data = this.createJSONNode( meta );
  281. // vertex
  282. if ( this.position ) data.position = this.position.toJSON( meta ).uuid;
  283. // fragment
  284. data.color = this.color.toJSON( meta ).uuid;
  285. data.roughness = this.roughness.toJSON( meta ).uuid;
  286. data.metalness = this.metalness.toJSON( meta ).uuid;
  287. if ( this.alpha ) data.alpha = this.alpha.toJSON( meta ).uuid;
  288. if ( this.normal ) data.normal = this.normal.toJSON( meta ).uuid;
  289. if ( this.clearCoat ) data.clearCoat = this.clearCoat.toJSON( meta ).uuid;
  290. if ( this.clearCoatRoughness ) data.clearCoatRoughness = this.clearCoatRoughness.toJSON( meta ).uuid;
  291. if ( this.reflectivity ) data.reflectivity = this.reflectivity.toJSON( meta ).uuid;
  292. if ( this.light ) data.light = this.light.toJSON( meta ).uuid;
  293. if ( this.shadow ) data.shadow = this.shadow.toJSON( meta ).uuid;
  294. if ( this.ao ) data.ao = this.ao.toJSON( meta ).uuid;
  295. if ( this.emissive ) data.emissive = this.emissive.toJSON( meta ).uuid;
  296. if ( this.ambient ) data.ambient = this.ambient.toJSON( meta ).uuid;
  297. if ( this.environment ) data.environment = this.environment.toJSON( meta ).uuid;
  298. }
  299. return data;
  300. };
  301. export { StandardNode };