MeshStandardNodeMaterial.js 3.3 KB

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  1. import NodeMaterial from './NodeMaterial.js';
  2. import {
  3. float, vec3, vec4,
  4. assign, label, mul, invert, mix,
  5. normalView,
  6. materialRoughness, materialMetalness
  7. } from '../shadernode/ShaderNodeElements.js';
  8. import getRoughness from '../functions/material/getRoughness.js';
  9. import PhysicalLightingModel from '../functions/PhysicalLightingModel.js';
  10. import { MeshStandardMaterial } from 'three';
  11. const defaultValues = new MeshStandardMaterial();
  12. export default class MeshStandardNodeMaterial extends NodeMaterial {
  13. constructor( parameters ) {
  14. super();
  15. this.colorNode = null;
  16. this.opacityNode = null;
  17. this.alphaTestNode = null;
  18. this.normalNode = null;
  19. this.emissiveNode = null;
  20. this.metalnessNode = null;
  21. this.roughnessNode = null;
  22. this.clearcoatNode = null;
  23. this.clearcoatRoughnessNode = null;
  24. this.envNode = null;
  25. this.lightNode = null;
  26. this.positionNode = null;
  27. this.setDefaultValues( defaultValues );
  28. this.setValues( parameters );
  29. }
  30. build( builder ) {
  31. const lightNode = this.lightNode || builder.lightNode; // use scene lights
  32. let { colorNode, diffuseColorNode } = this.generateMain( builder );
  33. diffuseColorNode = this.generateStandardMaterial( builder, { colorNode, diffuseColorNode } );
  34. const outgoingLightNode = this.generateLight( builder, { diffuseColorNode, lightNode } );
  35. this.generateOutput( builder, { diffuseColorNode, outgoingLightNode } );
  36. }
  37. generateLight( builder, { diffuseColorNode, lightNode } ) {
  38. const outgoingLightNode = super.generateLight( builder, { diffuseColorNode, lightNode, lightingModelNode: PhysicalLightingModel } );
  39. // @TODO: add IBL code here
  40. return outgoingLightNode;
  41. }
  42. generateStandardMaterial( builder, { colorNode, diffuseColorNode } ) {
  43. // METALNESS
  44. let metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
  45. metalnessNode = builder.addFlow( 'fragment', label( metalnessNode, 'Metalness' ) );
  46. builder.addFlow( 'fragment', assign( diffuseColorNode, vec4( mul( diffuseColorNode.rgb, invert( metalnessNode ) ), diffuseColorNode.a ) ) );
  47. // ROUGHNESS
  48. let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
  49. roughnessNode = getRoughness.call( { roughness: roughnessNode } );
  50. builder.addFlow( 'fragment', label( roughnessNode, 'Roughness' ) );
  51. // SPECULAR COLOR
  52. const specularColorNode = mix( vec3( 0.04 ), colorNode.rgb, metalnessNode );
  53. builder.addFlow( 'fragment', label( specularColorNode, 'SpecularColor' ) );
  54. // NORMAL VIEW
  55. const normalNode = this.normalNode ? vec3( this.normalNode ) : normalView;
  56. builder.addFlow( 'fragment', label( normalNode, 'TransformedNormalView' ) );
  57. return diffuseColorNode;
  58. }
  59. copy( source ) {
  60. this.colorNode = source.colorNode;
  61. this.opacityNode = source.opacityNode;
  62. this.alphaTestNode = source.alphaTestNode;
  63. this.normalNode = source.normalNode;
  64. this.emissiveNode = source.emissiveNode;
  65. this.metalnessNode = source.metalnessNode;
  66. this.roughnessNode = source.roughnessNode;
  67. this.clearcoatNode = source.clearcoatNode;
  68. this.clearcoatRoughnessNode = source.clearcoatRoughnessNode;
  69. this.envNode = source.envNode;
  70. this.lightNode = source.lightNode;
  71. this.positionNode = source.positionNode;
  72. return super.copy( source );
  73. }
  74. }
  75. MeshStandardNodeMaterial.prototype.isMeshStandardNodeMaterial = true;