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- import NodeMaterial from './NodeMaterial.js';
- import {
- float, vec3, vec4,
- assign, label, mul, invert, mix,
- normalView,
- materialRoughness, materialMetalness
- } from '../shadernode/ShaderNodeElements.js';
- import getRoughness from '../functions/material/getRoughness.js';
- import PhysicalLightingModel from '../functions/PhysicalLightingModel.js';
- import { MeshStandardMaterial } from 'three';
- const defaultValues = new MeshStandardMaterial();
- export default class MeshStandardNodeMaterial extends NodeMaterial {
- constructor( parameters ) {
- super();
- this.colorNode = null;
- this.opacityNode = null;
- this.alphaTestNode = null;
- this.normalNode = null;
- this.emissiveNode = null;
- this.metalnessNode = null;
- this.roughnessNode = null;
- this.clearcoatNode = null;
- this.clearcoatRoughnessNode = null;
- this.envNode = null;
- this.lightNode = null;
- this.positionNode = null;
- this.setDefaultValues( defaultValues );
- this.setValues( parameters );
- }
- build( builder ) {
- const lightNode = this.lightNode || builder.lightNode; // use scene lights
- let { colorNode, diffuseColorNode } = this.generateMain( builder );
- diffuseColorNode = this.generateStandardMaterial( builder, { colorNode, diffuseColorNode } );
- const outgoingLightNode = this.generateLight( builder, { diffuseColorNode, lightNode } );
- this.generateOutput( builder, { diffuseColorNode, outgoingLightNode } );
- }
- generateLight( builder, { diffuseColorNode, lightNode } ) {
- const outgoingLightNode = super.generateLight( builder, { diffuseColorNode, lightNode, lightingModelNode: PhysicalLightingModel } );
- // @TODO: add IBL code here
- return outgoingLightNode;
- }
- generateStandardMaterial( builder, { colorNode, diffuseColorNode } ) {
- // METALNESS
- let metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness;
- metalnessNode = builder.addFlow( 'fragment', label( metalnessNode, 'Metalness' ) );
- builder.addFlow( 'fragment', assign( diffuseColorNode, vec4( mul( diffuseColorNode.rgb, invert( metalnessNode ) ), diffuseColorNode.a ) ) );
- // ROUGHNESS
- let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness;
- roughnessNode = getRoughness.call( { roughness: roughnessNode } );
- builder.addFlow( 'fragment', label( roughnessNode, 'Roughness' ) );
- // SPECULAR COLOR
- const specularColorNode = mix( vec3( 0.04 ), colorNode.rgb, metalnessNode );
- builder.addFlow( 'fragment', label( specularColorNode, 'SpecularColor' ) );
- // NORMAL VIEW
- const normalNode = this.normalNode ? vec3( this.normalNode ) : normalView;
- builder.addFlow( 'fragment', label( normalNode, 'TransformedNormalView' ) );
- return diffuseColorNode;
- }
- copy( source ) {
- this.colorNode = source.colorNode;
- this.opacityNode = source.opacityNode;
- this.alphaTestNode = source.alphaTestNode;
- this.normalNode = source.normalNode;
- this.emissiveNode = source.emissiveNode;
- this.metalnessNode = source.metalnessNode;
- this.roughnessNode = source.roughnessNode;
- this.clearcoatNode = source.clearcoatNode;
- this.clearcoatRoughnessNode = source.clearcoatRoughnessNode;
- this.envNode = source.envNode;
- this.lightNode = source.lightNode;
- this.positionNode = source.positionNode;
- return super.copy( source );
- }
- }
- MeshStandardNodeMaterial.prototype.isMeshStandardNodeMaterial = true;
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