StandardNode.js 7.5 KB

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  1. /**
  2. * @author sunag / http://www.sunag.com.br/
  3. */
  4. THREE.StandardNode = function() {
  5. THREE.GLNode.call( this );
  6. this.color = new THREE.ColorNode( 0xEEEEEE );
  7. this.roughness = new THREE.FloatNode( 0.5 );
  8. this.metalness = new THREE.FloatNode( 0.5 );
  9. };
  10. THREE.StandardNode.prototype = Object.create( THREE.GLNode.prototype );
  11. THREE.StandardNode.prototype.constructor = THREE.StandardNode;
  12. THREE.StandardNode.prototype.build = function( builder ) {
  13. var material = builder.material;
  14. var code;
  15. material.define( 'STANDARD' );
  16. material.define( 'ALPHATEST', '0.0' );
  17. material.requestAttrib.light = true;
  18. if ( builder.isShader( 'vertex' ) ) {
  19. var transform = this.transform ? this.transform.verifyAndBuildCode( builder, 'v3' ) : undefined;
  20. material.mergeUniform( THREE.UniformsUtils.merge( [
  21. THREE.UniformsLib[ "fog" ],
  22. THREE.UniformsLib[ "lights" ],
  23. THREE.UniformsLib[ "shadowmap" ]
  24. ] ) );
  25. material.addVertexPars( [
  26. "varying vec3 vViewPosition;",
  27. "#ifndef FLAT_SHADED",
  28. " varying vec3 vNormal;",
  29. "#endif",
  30. THREE.ShaderChunk[ "common" ],
  31. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  32. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  33. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  34. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  35. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ]
  36. ].join( "\n" ) );
  37. var output = [
  38. THREE.ShaderChunk[ "beginnormal_vertex" ],
  39. THREE.ShaderChunk[ "morphnormal_vertex" ],
  40. THREE.ShaderChunk[ "skinbase_vertex" ],
  41. THREE.ShaderChunk[ "skinnormal_vertex" ],
  42. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  43. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  44. " vNormal = normalize( transformedNormal );",
  45. "#endif",
  46. THREE.ShaderChunk[ "begin_vertex" ]
  47. ];
  48. if ( transform ) {
  49. output.push( transform.code );
  50. output.push( "transformed = " + transform.result + ";" );
  51. }
  52. output.push(
  53. THREE.ShaderChunk[ "morphtarget_vertex" ],
  54. THREE.ShaderChunk[ "skinning_vertex" ],
  55. THREE.ShaderChunk[ "project_vertex" ],
  56. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  57. " vViewPosition = - mvPosition.xyz;",
  58. THREE.ShaderChunk[ "worldpos_vertex" ],
  59. THREE.ShaderChunk[ "lights_phong_vertex" ],
  60. THREE.ShaderChunk[ "shadowmap_vertex" ]
  61. );
  62. code = output.join( "\n" );
  63. }
  64. else {
  65. // autoblur textures for PBR Material effect
  66. var requires = {
  67. bias : new THREE.RoughnessToBlinnExponentNode()
  68. };
  69. // verify all nodes to reuse generate codes
  70. this.color.verify( builder );
  71. this.roughness.verify( builder );
  72. this.metalness.verify( builder );
  73. if ( this.alpha ) this.alpha.verify( builder );
  74. if ( this.ao ) this.ao.verify( builder );
  75. if ( this.ambient ) this.ambient.verify( builder );
  76. if ( this.shadow ) this.shadow.verify( builder );
  77. if ( this.emissive ) this.emissive.verify( builder );
  78. if ( this.normal ) this.normal.verify( builder );
  79. if ( this.normalScale && this.normal ) this.normalScale.verify( builder );
  80. if ( this.environment ) this.environment.verify( builder, 'env', requires ); // isolate environment from others inputs ( see TextureNode, CubeTextureNode )
  81. if ( this.reflectivity && this.environment ) this.reflectivity.verify( builder );
  82. // build code
  83. var color = this.color.buildCode( builder, 'v4' );
  84. var roughness = this.roughness.buildCode( builder, 'fv1' );
  85. var metalness = this.metalness.buildCode( builder, 'fv1' );
  86. var alpha = this.alpha ? this.alpha.buildCode( builder, 'fv1' ) : undefined;
  87. var ao = this.ao ? this.ao.buildCode( builder, 'c' ) : undefined;
  88. var ambient = this.ambient ? this.ambient.buildCode( builder, 'c' ) : undefined;
  89. var shadow = this.shadow ? this.shadow.buildCode( builder, 'c' ) : undefined;
  90. var emissive = this.emissive ? this.emissive.buildCode( builder, 'c' ) : undefined;
  91. var normal = this.normal ? this.normal.buildCode( builder, 'v3' ) : undefined;
  92. var normalScale = this.normalScale && this.normal ? this.normalScale.buildCode( builder, 'fv1' ) : undefined;
  93. var environment = this.environment ? this.environment.buildCode( builder, 'c', 'env', requires ) : undefined;
  94. var reflectivity = this.reflectivity && this.environment ? this.reflectivity.buildCode( builder, 'fv1' ) : undefined;
  95. material.requestAttrib.transparent = alpha != undefined;
  96. material.addFragmentPars( [
  97. "varying vec3 vViewPosition;",
  98. "#ifndef FLAT_SHADED",
  99. " varying vec3 vNormal;",
  100. "#endif",
  101. THREE.ShaderChunk[ "common" ],
  102. THREE.ShaderChunk[ "fog_pars_fragment" ],
  103. THREE.ShaderChunk[ "bsdfs" ],
  104. THREE.ShaderChunk[ "lights_pars" ],
  105. THREE.ShaderChunk[ "lights_standard_pars_fragment" ],
  106. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  107. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  108. ].join( "\n" ) );
  109. var output = [
  110. // prevent undeclared normal
  111. THREE.ShaderChunk[ "normal_fragment" ],
  112. // prevent undeclared material
  113. " StandardMaterial material;",
  114. color.code,
  115. " vec4 diffuseColor = " + color.result + ";",
  116. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  117. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  118. roughness.code,
  119. " float roughnessFactor = " + roughness.result + ";",
  120. metalness.code,
  121. " float metalnessFactor = " + metalness.result + ";"
  122. ];
  123. if ( alpha ) {
  124. output.push(
  125. alpha.code,
  126. 'if ( ' + alpha.result + ' <= ALPHATEST ) discard;'
  127. );
  128. }
  129. if ( normal ) {
  130. builder.include( 'perturbNormal2Arb' );
  131. output.push( normal.code );
  132. if ( normalScale ) output.push( normalScale.code );
  133. output.push(
  134. 'normal = perturbNormal2Arb(-vViewPosition,normal,' +
  135. normal.result + ',' +
  136. new THREE.UVNode().build( builder, 'v2' ) + ',' +
  137. ( normalScale ? normalScale.result : '1.0' ) + ');'
  138. );
  139. }
  140. output.push(
  141. THREE.ShaderChunk[ "shadowmap_fragment" ],
  142. // accumulation
  143. 'material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );',
  144. 'material.specularRoughness = clamp( roughnessFactor, 0.001, 1.0 );', // disney's remapping of [ 0, 1 ] roughness to [ 0.001, 1 ]
  145. 'material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );',
  146. THREE.ShaderChunk[ "lights_template" ]
  147. );
  148. if ( ao ) {
  149. output.push( ao.code );
  150. output.push( "reflectedLight.indirectDiffuse *= " + ao.result + ";" );
  151. }
  152. if ( ambient ) {
  153. output.push( ambient.code );
  154. output.push( "reflectedLight.indirectDiffuse += " + ambient.result + ";" );
  155. }
  156. if ( shadow ) {
  157. output.push( shadow.code );
  158. output.push( "reflectedLight.directDiffuse *= " + shadow.result + ";" );
  159. output.push( "reflectedLight.directSpecular *= " + shadow.result + ";" );
  160. }
  161. if ( emissive ) {
  162. output.push( emissive.code );
  163. output.push( "reflectedLight.directDiffuse += " + emissive.result + ";" );
  164. }
  165. if ( environment ) {
  166. output.push( environment.code );
  167. output.push( "RE_IndirectSpecular(" + environment.result + ", geometry, material, reflectedLight );" );
  168. }
  169. if ( reflectivity ) {
  170. output.push( reflectivity.code );
  171. output.push( "reflectedLight.indirectSpecular *= " + reflectivity.result + ";" );
  172. }
  173. output.push( "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;" );
  174. output.push(
  175. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  176. THREE.ShaderChunk[ "fog_fragment" ]
  177. );
  178. if ( alpha ) {
  179. output.push( "gl_FragColor = vec4( outgoingLight, " + alpha.result + " );" );
  180. }
  181. else {
  182. output.push( "gl_FragColor = vec4( outgoingLight, 1.0 );" );
  183. }
  184. code = output.join( "\n" );
  185. }
  186. return code;
  187. };