ShaderMaterial.js 4.5 KB

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  1. import { Material } from './Material.js';
  2. import { cloneUniforms } from '../renderers/shaders/UniformsUtils.js';
  3. import default_vertex from '../renderers/shaders/ShaderChunk/default_vertex.glsl.js';
  4. import default_fragment from '../renderers/shaders/ShaderChunk/default_fragment.glsl.js';
  5. /**
  6. * parameters = {
  7. * defines: { "label" : "value" },
  8. * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
  9. *
  10. * fragmentShader: <string>,
  11. * vertexShader: <string>,
  12. *
  13. * wireframe: <boolean>,
  14. * wireframeLinewidth: <float>,
  15. *
  16. * lights: <bool>,
  17. *
  18. * skinning: <bool>,
  19. * morphTargets: <bool>,
  20. * morphNormals: <bool>
  21. * }
  22. */
  23. class ShaderMaterial extends Material {
  24. constructor( parameters ) {
  25. super();
  26. this.type = 'ShaderMaterial';
  27. this.defines = {};
  28. this.uniforms = {};
  29. this.vertexShader = default_vertex;
  30. this.fragmentShader = default_fragment;
  31. this.linewidth = 1;
  32. this.wireframe = false;
  33. this.wireframeLinewidth = 1;
  34. this.fog = false; // set to use scene fog
  35. this.lights = false; // set to use scene lights
  36. this.clipping = false; // set to use user-defined clipping planes
  37. this.skinning = false; // set to use skinning attribute streams
  38. this.morphTargets = false; // set to use morph targets
  39. this.morphNormals = false; // set to use morph normals
  40. this.extensions = {
  41. derivatives: false, // set to use derivatives
  42. fragDepth: false, // set to use fragment depth values
  43. drawBuffers: false, // set to use draw buffers
  44. shaderTextureLOD: false // set to use shader texture LOD
  45. };
  46. // When rendered geometry doesn't include these attributes but the material does,
  47. // use these default values in WebGL. This avoids errors when buffer data is missing.
  48. this.defaultAttributeValues = {
  49. 'color': [ 1, 1, 1 ],
  50. 'uv': [ 0, 0 ],
  51. 'uv2': [ 0, 0 ]
  52. };
  53. this.index0AttributeName = undefined;
  54. this.uniformsNeedUpdate = false;
  55. this.glslVersion = null;
  56. if ( parameters !== undefined ) {
  57. if ( parameters.attributes !== undefined ) {
  58. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  59. }
  60. this.setValues( parameters );
  61. }
  62. }
  63. copy( source ) {
  64. super.copy( source );
  65. this.fragmentShader = source.fragmentShader;
  66. this.vertexShader = source.vertexShader;
  67. this.uniforms = cloneUniforms( source.uniforms );
  68. this.defines = Object.assign( {}, source.defines );
  69. this.wireframe = source.wireframe;
  70. this.wireframeLinewidth = source.wireframeLinewidth;
  71. this.lights = source.lights;
  72. this.clipping = source.clipping;
  73. this.skinning = source.skinning;
  74. this.morphTargets = source.morphTargets;
  75. this.morphNormals = source.morphNormals;
  76. this.extensions = Object.assign( {}, source.extensions );
  77. this.glslVersion = source.glslVersion;
  78. return this;
  79. }
  80. toJSON( meta ) {
  81. const data = super.toJSON( meta );
  82. data.glslVersion = this.glslVersion;
  83. data.uniforms = {};
  84. for ( const name in this.uniforms ) {
  85. const uniform = this.uniforms[ name ];
  86. const value = uniform.value;
  87. if ( value && value.isTexture ) {
  88. data.uniforms[ name ] = {
  89. type: 't',
  90. value: value.toJSON( meta ).uuid
  91. };
  92. } else if ( value && value.isColor ) {
  93. data.uniforms[ name ] = {
  94. type: 'c',
  95. value: value.getHex()
  96. };
  97. } else if ( value && value.isVector2 ) {
  98. data.uniforms[ name ] = {
  99. type: 'v2',
  100. value: value.toArray()
  101. };
  102. } else if ( value && value.isVector3 ) {
  103. data.uniforms[ name ] = {
  104. type: 'v3',
  105. value: value.toArray()
  106. };
  107. } else if ( value && value.isVector4 ) {
  108. data.uniforms[ name ] = {
  109. type: 'v4',
  110. value: value.toArray()
  111. };
  112. } else if ( value && value.isMatrix3 ) {
  113. data.uniforms[ name ] = {
  114. type: 'm3',
  115. value: value.toArray()
  116. };
  117. } else if ( value && value.isMatrix4 ) {
  118. data.uniforms[ name ] = {
  119. type: 'm4',
  120. value: value.toArray()
  121. };
  122. } else {
  123. data.uniforms[ name ] = {
  124. value: value
  125. };
  126. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  127. }
  128. }
  129. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  130. data.vertexShader = this.vertexShader;
  131. data.fragmentShader = this.fragmentShader;
  132. const extensions = {};
  133. for ( const key in this.extensions ) {
  134. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  135. }
  136. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  137. return data;
  138. }
  139. }
  140. ShaderMaterial.prototype.isShaderMaterial = true;
  141. export { ShaderMaterial };