PhongNode.js 7.6 KB

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  1. /**
  2. * @author sunag / http://www.sunag.com.br/
  3. */
  4. THREE.PhongNode = function() {
  5. THREE.GLNode.call( this );
  6. this.color = new THREE.ColorNode( 0xEEEEEE );
  7. this.specular = new THREE.ColorNode( 0x111111 );
  8. this.shininess = new THREE.FloatNode( 30 );
  9. };
  10. THREE.PhongNode.prototype = Object.create( THREE.GLNode.prototype );
  11. THREE.PhongNode.prototype.constructor = THREE.PhongNode;
  12. THREE.PhongNode.prototype.build = function( builder ) {
  13. var material = builder.material;
  14. var code;
  15. material.define( 'PHONG' );
  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', 'transform' ) : undefined;
  20. material.mergeUniform( THREE.UniformsUtils.merge( [
  21. THREE.UniformsLib[ "fog" ],
  22. THREE.UniformsLib[ "ambient" ],
  23. THREE.UniformsLib[ "lights" ],
  24. THREE.UniformsLib[ "shadowmap" ]
  25. ] ) );
  26. material.addVertexPars( [
  27. "varying vec3 vViewPosition;",
  28. "#ifndef FLAT_SHADED",
  29. " varying vec3 vNormal;",
  30. "#endif",
  31. THREE.ShaderChunk[ "common" ],
  32. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  33. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  34. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  35. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  36. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ]
  37. ].join( "\n" ) );
  38. var output = [
  39. THREE.ShaderChunk[ "beginnormal_vertex" ],
  40. THREE.ShaderChunk[ "morphnormal_vertex" ],
  41. THREE.ShaderChunk[ "skinbase_vertex" ],
  42. THREE.ShaderChunk[ "skinnormal_vertex" ],
  43. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  44. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  45. " vNormal = normalize( transformedNormal );",
  46. "#endif",
  47. THREE.ShaderChunk[ "begin_vertex" ]
  48. ];
  49. if ( transform ) {
  50. output.push(
  51. transform.code,
  52. "transformed = " + transform.result + ";"
  53. );
  54. }
  55. output.push(
  56. THREE.ShaderChunk[ "morphtarget_vertex" ],
  57. THREE.ShaderChunk[ "skinning_vertex" ],
  58. THREE.ShaderChunk[ "project_vertex" ],
  59. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  60. " vViewPosition = - mvPosition.xyz;",
  61. THREE.ShaderChunk[ "worldpos_vertex" ],
  62. THREE.ShaderChunk[ "lights_phong_vertex" ],
  63. THREE.ShaderChunk[ "shadowmap_vertex" ]
  64. );
  65. code = output.join( "\n" );
  66. }
  67. else {
  68. // verify all nodes to reuse generate codes
  69. this.color.verify( builder );
  70. this.specular.verify( builder );
  71. this.shininess.verify( builder );
  72. if ( this.alpha ) this.alpha.verify( builder );
  73. if ( this.light ) this.light.verify( builder, 'light' );
  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 );
  81. if ( this.environmentAlpha && this.environment ) this.environmentAlpha.verify( builder );
  82. // build code
  83. var color = this.color.buildCode( builder, 'c' );
  84. var specular = this.specular.buildCode( builder, 'c' );
  85. var shininess = this.shininess.buildCode( builder, 'fv1' );
  86. var alpha = this.alpha ? this.alpha.buildCode( builder, 'fv1' ) : undefined;
  87. var light = this.light ? this.light.buildCode( builder, 'v3', 'light' ) : undefined;
  88. var ao = this.ao ? this.ao.buildCode( builder, 'fv1' ) : undefined;
  89. var ambient = this.ambient ? this.ambient.buildCode( builder, 'c' ) : undefined;
  90. var shadow = this.shadow ? this.shadow.buildCode( builder, 'c' ) : undefined;
  91. var emissive = this.emissive ? this.emissive.buildCode( builder, 'c' ) : undefined;
  92. var normal = this.normal ? this.normal.buildCode( builder, 'v3' ) : undefined;
  93. var normalScale = this.normalScale && this.normal ? this.normalScale.buildCode( builder, 'v2' ) : undefined;
  94. var environment = this.environment ? this.environment.buildCode( builder, 'c' ) : undefined;
  95. var environmentAlpha = this.environmentAlpha && this.environment ? this.environmentAlpha.buildCode( builder, 'fv1' ) : undefined;
  96. material.requestAttrib.transparent = alpha != undefined;
  97. material.addFragmentPars( [
  98. THREE.ShaderChunk[ "common" ],
  99. THREE.ShaderChunk[ "fog_pars_fragment" ],
  100. THREE.ShaderChunk[ "bsdfs" ],
  101. THREE.ShaderChunk[ "ambient_pars" ],
  102. THREE.ShaderChunk[ "lights_pars" ],
  103. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  104. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  105. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ]
  106. ].join( "\n" ) );
  107. var output = [
  108. // prevent undeclared normal
  109. THREE.ShaderChunk[ "normal_fragment" ],
  110. // prevent undeclared material
  111. " BlinnPhongMaterial material;",
  112. " material.diffuseColor = vec3( 1.0 );",
  113. color.code,
  114. " vec3 diffuseColor = " + color.result + ";",
  115. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  116. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  117. specular.code,
  118. " vec3 specular = " + specular.result + ";",
  119. shininess.code,
  120. " float shininess = max(0.0001," + shininess.result + ");",
  121. " float specularStrength = 1.0;" // Ignored in MaterialNode ( replace to specular )
  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 : 'vec2( 1.0 )' ) + ');'
  138. );
  139. }
  140. output.push(
  141. THREE.ShaderChunk[ "shadowmap_fragment" ],
  142. // accumulation
  143. 'material.specularColor = specular;',
  144. 'material.specularShininess = shininess;',
  145. 'material.specularStrength = specularStrength;',
  146. THREE.ShaderChunk[ "lights_template" ]
  147. );
  148. if ( light ) {
  149. output.push(
  150. light.code,
  151. "reflectedLight.directDiffuse = " + light.result + ";"
  152. );
  153. }
  154. // apply color
  155. output.push(
  156. "reflectedLight.directDiffuse *= diffuseColor;",
  157. "reflectedLight.indirectDiffuse *= diffuseColor;"
  158. );
  159. if ( ao ) {
  160. output.push(
  161. ao.code,
  162. "reflectedLight.indirectDiffuse *= " + ao.result + ";"
  163. );
  164. }
  165. if ( ambient ) {
  166. output.push(
  167. ambient.code,
  168. "reflectedLight.indirectDiffuse += " + ambient.result + ";"
  169. );
  170. }
  171. if ( shadow ) {
  172. output.push(
  173. shadow.code,
  174. "reflectedLight.directDiffuse *= " + shadow.result + ";",
  175. "reflectedLight.directSpecular *= " + shadow.result + ";"
  176. );
  177. }
  178. if ( emissive ) {
  179. output.push(
  180. emissive.code,
  181. "reflectedLight.directDiffuse += " + emissive.result + ";"
  182. );
  183. }
  184. output.push( "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular;" );
  185. if ( environment ) {
  186. output.push( environment.code );
  187. if ( environmentAlpha ) {
  188. output.push(
  189. environmentAlpha.code,
  190. "outgoingLight = mix(" + 'outgoingLight' + "," + environment.result + "," + environmentAlpha.result + ");"
  191. );
  192. }
  193. else {
  194. output.push( "outgoingLight = " + environment.result + ";" );
  195. }
  196. }
  197. output.push(
  198. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  199. THREE.ShaderChunk[ "fog_fragment" ]
  200. );
  201. if ( alpha ) {
  202. output.push( "gl_FragColor = vec4( outgoingLight, " + alpha.result + " );" );
  203. }
  204. else {
  205. output.push( "gl_FragColor = vec4( outgoingLight, 1.0 );" );
  206. }
  207. code = output.join( "\n" );
  208. }
  209. return code;
  210. };