LineMaterial.js 7.1 KB

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  1. /**
  2. * @author WestLangley / http://github.com/WestLangley
  3. *
  4. * parameters = {
  5. * color: <hex>,
  6. * linewidth: <float>,
  7. * dashed: <boolean>,
  8. * dashScale: <float>,
  9. * dashSize: <float>,
  10. * gapSize: <float>,
  11. * resolution: <Vector2>, // to be set by renderer
  12. * }
  13. */
  14. import {
  15. ShaderLib,
  16. ShaderMaterial,
  17. UniformsLib,
  18. UniformsUtils,
  19. Vector2
  20. } from "../../../build/three.module.js";
  21. UniformsLib.line = {
  22. linewidth: { value: 1 },
  23. resolution: { value: new Vector2( 1, 1 ) },
  24. dashScale: { value: 1 },
  25. dashSize: { value: 1 },
  26. gapSize: { value: 1 }, // todo FIX - maybe change to totalSize
  27. opacity: { value: 1 }
  28. };
  29. ShaderLib[ 'line' ] = {
  30. uniforms: UniformsUtils.merge( [
  31. UniformsLib.common,
  32. UniformsLib.fog,
  33. UniformsLib.line
  34. ] ),
  35. vertexShader:
  36. `
  37. #include <common>
  38. #include <color_pars_vertex>
  39. #include <fog_pars_vertex>
  40. #include <logdepthbuf_pars_vertex>
  41. #include <clipping_planes_pars_vertex>
  42. uniform float linewidth;
  43. uniform vec2 resolution;
  44. attribute vec3 instanceStart;
  45. attribute vec3 instanceEnd;
  46. attribute vec3 instanceColorStart;
  47. attribute vec3 instanceColorEnd;
  48. varying vec2 vUv;
  49. #ifdef USE_DASH
  50. uniform float dashScale;
  51. attribute float instanceDistanceStart;
  52. attribute float instanceDistanceEnd;
  53. varying float vLineDistance;
  54. #endif
  55. void trimSegment( const in vec4 start, inout vec4 end ) {
  56. // trim end segment so it terminates between the camera plane and the near plane
  57. // conservative estimate of the near plane
  58. float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
  59. float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
  60. float nearEstimate = - 0.5 * b / a;
  61. float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
  62. end.xyz = mix( start.xyz, end.xyz, alpha );
  63. }
  64. void main() {
  65. #ifdef USE_COLOR
  66. vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
  67. #endif
  68. #ifdef USE_DASH
  69. vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
  70. #endif
  71. float aspect = resolution.x / resolution.y;
  72. vUv = uv;
  73. // camera space
  74. vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
  75. vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
  76. // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
  77. // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
  78. // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
  79. // perhaps there is a more elegant solution -- WestLangley
  80. bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
  81. if ( perspective ) {
  82. if ( start.z < 0.0 && end.z >= 0.0 ) {
  83. trimSegment( start, end );
  84. } else if ( end.z < 0.0 && start.z >= 0.0 ) {
  85. trimSegment( end, start );
  86. }
  87. }
  88. // clip space
  89. vec4 clipStart = projectionMatrix * start;
  90. vec4 clipEnd = projectionMatrix * end;
  91. // ndc space
  92. vec2 ndcStart = clipStart.xy / clipStart.w;
  93. vec2 ndcEnd = clipEnd.xy / clipEnd.w;
  94. // direction
  95. vec2 dir = ndcEnd - ndcStart;
  96. // account for clip-space aspect ratio
  97. dir.x *= aspect;
  98. dir = normalize( dir );
  99. // perpendicular to dir
  100. vec2 offset = vec2( dir.y, - dir.x );
  101. // undo aspect ratio adjustment
  102. dir.x /= aspect;
  103. offset.x /= aspect;
  104. // sign flip
  105. if ( position.x < 0.0 ) offset *= - 1.0;
  106. // endcaps
  107. if ( position.y < 0.0 ) {
  108. offset += - dir;
  109. } else if ( position.y > 1.0 ) {
  110. offset += dir;
  111. }
  112. // adjust for linewidth
  113. offset *= linewidth;
  114. // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
  115. offset /= resolution.y;
  116. // select end
  117. vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
  118. // back to clip space
  119. offset *= clip.w;
  120. clip.xy += offset;
  121. gl_Position = clip;
  122. vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
  123. #include <logdepthbuf_vertex>
  124. #include <clipping_planes_vertex>
  125. #include <fog_vertex>
  126. }
  127. `,
  128. fragmentShader:
  129. `
  130. uniform vec3 diffuse;
  131. uniform float opacity;
  132. #ifdef USE_DASH
  133. uniform float dashSize;
  134. uniform float gapSize;
  135. #endif
  136. varying float vLineDistance;
  137. #include <common>
  138. #include <color_pars_fragment>
  139. #include <fog_pars_fragment>
  140. #include <logdepthbuf_pars_fragment>
  141. #include <clipping_planes_pars_fragment>
  142. varying vec2 vUv;
  143. void main() {
  144. #include <clipping_planes_fragment>
  145. #ifdef USE_DASH
  146. if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
  147. if ( mod( vLineDistance, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
  148. #endif
  149. if ( abs( vUv.y ) > 1.0 ) {
  150. float a = vUv.x;
  151. float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
  152. float len2 = a * a + b * b;
  153. if ( len2 > 1.0 ) discard;
  154. }
  155. vec4 diffuseColor = vec4( diffuse, opacity );
  156. #include <logdepthbuf_fragment>
  157. #include <color_fragment>
  158. gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );
  159. #include <tonemapping_fragment>
  160. #include <encodings_fragment>
  161. #include <fog_fragment>
  162. #include <premultiplied_alpha_fragment>
  163. }
  164. `
  165. };
  166. var LineMaterial = function ( parameters ) {
  167. ShaderMaterial.call( this, {
  168. type: 'LineMaterial',
  169. uniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),
  170. vertexShader: ShaderLib[ 'line' ].vertexShader,
  171. fragmentShader: ShaderLib[ 'line' ].fragmentShader,
  172. clipping: true // required for clipping support
  173. } );
  174. this.dashed = false;
  175. Object.defineProperties( this, {
  176. color: {
  177. enumerable: true,
  178. get: function () {
  179. return this.uniforms.diffuse.value;
  180. },
  181. set: function ( value ) {
  182. this.uniforms.diffuse.value = value;
  183. }
  184. },
  185. linewidth: {
  186. enumerable: true,
  187. get: function () {
  188. return this.uniforms.linewidth.value;
  189. },
  190. set: function ( value ) {
  191. this.uniforms.linewidth.value = value;
  192. }
  193. },
  194. dashScale: {
  195. enumerable: true,
  196. get: function () {
  197. return this.uniforms.dashScale.value;
  198. },
  199. set: function ( value ) {
  200. this.uniforms.dashScale.value = value;
  201. }
  202. },
  203. dashSize: {
  204. enumerable: true,
  205. get: function () {
  206. return this.uniforms.dashSize.value;
  207. },
  208. set: function ( value ) {
  209. this.uniforms.dashSize.value = value;
  210. }
  211. },
  212. gapSize: {
  213. enumerable: true,
  214. get: function () {
  215. return this.uniforms.gapSize.value;
  216. },
  217. set: function ( value ) {
  218. this.uniforms.gapSize.value = value;
  219. }
  220. },
  221. opacity: {
  222. enumerable: true,
  223. get: function () {
  224. return this.uniforms.opacity.value;
  225. },
  226. set: function ( value ) {
  227. this.uniforms.opacity.value = value;
  228. }
  229. },
  230. resolution: {
  231. enumerable: true,
  232. get: function () {
  233. return this.uniforms.resolution.value;
  234. },
  235. set: function ( value ) {
  236. this.uniforms.resolution.value.copy( value );
  237. }
  238. }
  239. } );
  240. this.setValues( parameters );
  241. };
  242. LineMaterial.prototype = Object.create( ShaderMaterial.prototype );
  243. LineMaterial.prototype.constructor = LineMaterial;
  244. LineMaterial.prototype.isLineMaterial = true;
  245. export { LineMaterial };