ShaderMaterial.js 4.6 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. function ShaderMaterial( parameters ) {
  24. Material.call( this );
  25. this.type = 'ShaderMaterial';
  26. this.defines = {};
  27. this.uniforms = {};
  28. this.vertexShader = default_vertex;
  29. this.fragmentShader = default_fragment;
  30. this.linewidth = 1;
  31. this.wireframe = false;
  32. this.wireframeLinewidth = 1;
  33. this.fog = false; // set to use scene fog
  34. this.lights = false; // set to use scene lights
  35. this.clipping = false; // set to use user-defined clipping planes
  36. this.skinning = false; // set to use skinning attribute streams
  37. this.morphTargets = false; // set to use morph targets
  38. this.morphNormals = false; // set to use morph normals
  39. this.extensions = {
  40. derivatives: false, // set to use derivatives
  41. fragDepth: false, // set to use fragment depth values
  42. drawBuffers: false, // set to use draw buffers
  43. shaderTextureLOD: false // set to use shader texture LOD
  44. };
  45. // When rendered geometry doesn't include these attributes but the material does,
  46. // use these default values in WebGL. This avoids errors when buffer data is missing.
  47. this.defaultAttributeValues = {
  48. 'color': [ 1, 1, 1 ],
  49. 'uv': [ 0, 0 ],
  50. 'uv2': [ 0, 0 ]
  51. };
  52. this.index0AttributeName = undefined;
  53. this.uniformsNeedUpdate = false;
  54. this.glslVersion = null;
  55. if ( parameters !== undefined ) {
  56. if ( parameters.attributes !== undefined ) {
  57. console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
  58. }
  59. this.setValues( parameters );
  60. }
  61. }
  62. ShaderMaterial.prototype = Object.create( Material.prototype );
  63. ShaderMaterial.prototype.constructor = ShaderMaterial;
  64. ShaderMaterial.prototype.isShaderMaterial = true;
  65. ShaderMaterial.prototype.copy = function ( source ) {
  66. Material.prototype.copy.call( this, source );
  67. this.fragmentShader = source.fragmentShader;
  68. this.vertexShader = source.vertexShader;
  69. this.uniforms = cloneUniforms( source.uniforms );
  70. this.defines = Object.assign( {}, source.defines );
  71. this.wireframe = source.wireframe;
  72. this.wireframeLinewidth = source.wireframeLinewidth;
  73. this.lights = source.lights;
  74. this.clipping = source.clipping;
  75. this.skinning = source.skinning;
  76. this.morphTargets = source.morphTargets;
  77. this.morphNormals = source.morphNormals;
  78. this.extensions = Object.assign( {}, source.extensions );
  79. this.glslVersion = source.glslVersion;
  80. return this;
  81. };
  82. ShaderMaterial.prototype.toJSON = function ( meta ) {
  83. const data = Material.prototype.toJSON.call( this, meta );
  84. data.glslVersion = this.glslVersion;
  85. data.uniforms = {};
  86. for ( const name in this.uniforms ) {
  87. const uniform = this.uniforms[ name ];
  88. const value = uniform.value;
  89. if ( value && value.isTexture ) {
  90. data.uniforms[ name ] = {
  91. type: 't',
  92. value: value.toJSON( meta ).uuid
  93. };
  94. } else if ( value && value.isColor ) {
  95. data.uniforms[ name ] = {
  96. type: 'c',
  97. value: value.getHex()
  98. };
  99. } else if ( value && value.isVector2 ) {
  100. data.uniforms[ name ] = {
  101. type: 'v2',
  102. value: value.toArray()
  103. };
  104. } else if ( value && value.isVector3 ) {
  105. data.uniforms[ name ] = {
  106. type: 'v3',
  107. value: value.toArray()
  108. };
  109. } else if ( value && value.isVector4 ) {
  110. data.uniforms[ name ] = {
  111. type: 'v4',
  112. value: value.toArray()
  113. };
  114. } else if ( value && value.isMatrix3 ) {
  115. data.uniforms[ name ] = {
  116. type: 'm3',
  117. value: value.toArray()
  118. };
  119. } else if ( value && value.isMatrix4 ) {
  120. data.uniforms[ name ] = {
  121. type: 'm4',
  122. value: value.toArray()
  123. };
  124. } else {
  125. data.uniforms[ name ] = {
  126. value: value
  127. };
  128. // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
  129. }
  130. }
  131. if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
  132. data.vertexShader = this.vertexShader;
  133. data.fragmentShader = this.fragmentShader;
  134. const extensions = {};
  135. for ( const key in this.extensions ) {
  136. if ( this.extensions[ key ] === true ) extensions[ key ] = true;
  137. }
  138. if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
  139. return data;
  140. };
  141. export { ShaderMaterial };