NormalMapNode.js 2.3 KB

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  1. import TempNode from '../core/TempNode.js';
  2. import ModelNode from '../accessors/ModelNode.js';
  3. import ShaderNode from '../shadernode/ShaderNode.js';
  4. import { positionView, normalView, uv, join, cond, add, sub, mul, dFdx, dFdy, cross, max, dot, normalize, inversesqrt, equal } from '../shadernode/ShaderNodeElements.js';
  5. import { TangentSpaceNormalMap, ObjectSpaceNormalMap } from 'three';
  6. // Normal Mapping Without Precomputed Tangents
  7. // http://www.thetenthplanet.de/archives/1180
  8. const perturbNormal2ArbNode = new ShaderNode( ( inputs ) => {
  9. const { eye_pos, surf_norm, mapN, faceDirection, uv } = inputs;
  10. const q0 = dFdx( eye_pos.xyz );
  11. const q1 = dFdy( eye_pos.xyz );
  12. const st0 = dFdx( uv.st );
  13. const st1 = dFdy( uv.st );
  14. const N = surf_norm; // normalized
  15. const q1perp = cross( q1, N );
  16. const q0perp = cross( N, q0 );
  17. const T = add( mul( q1perp, st0.x ), mul( q0perp, st1.x ) );
  18. const B = add( mul( q1perp, st0.y ), mul( q0perp, st1.y ) );
  19. const det = max( dot( T, T ), dot( B, B ) );
  20. const scale = cond( equal( det, 0 ), 0, mul( faceDirection, inversesqrt( det ) ) );
  21. return normalize( add( mul( T, mul( mapN.x, scale ) ), mul( B, mul( mapN.y, scale ) ), mul( N, mapN.z ) ) );
  22. } );
  23. class NormalMapNode extends TempNode {
  24. constructor( node, scaleNode = null ) {
  25. super( 'vec3' );
  26. this.node = node;
  27. this.scaleNode = scaleNode;
  28. this.normalMapType = TangentSpaceNormalMap;
  29. }
  30. generate( builder ) {
  31. const type = this.getNodeType( builder );
  32. const { normalMapType, scaleNode } = this;
  33. const normalOP = mul( this.node, 2.0 );
  34. let normalMap = sub( normalOP, 1.0 );
  35. if ( scaleNode !== null ) {
  36. const normalMapScale = mul( normalMap.xy, scaleNode );
  37. normalMap = join( normalMapScale, normalMap.z );
  38. }
  39. if ( normalMapType === ObjectSpaceNormalMap ) {
  40. const vertexNormalNode = mul( new ModelNode( ModelNode.NORMAL_MATRIX ), normalMap );
  41. const normal = normalize( vertexNormalNode );
  42. return normal.build( builder, type );
  43. } else if ( normalMapType === TangentSpaceNormalMap ) {
  44. const perturbNormal2ArbCall = perturbNormal2ArbNode.call( {
  45. eye_pos: positionView,
  46. surf_norm: normalView,
  47. mapN: normalMap,
  48. faceDirection: 1.0,
  49. uv: uv()
  50. } );
  51. return perturbNormal2ArbCall.build( builder, type );
  52. }
  53. }
  54. }
  55. export default NormalMapNode;