StandardNode.js 7.6 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', '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. // autoblur textures for PBR Material effect
  69. var requires = {
  70. bias : new THREE.RoughnessToBlinnExponentNode()
  71. };
  72. // verify all nodes to reuse generate codes
  73. this.color.verify( builder );
  74. this.roughness.verify( builder );
  75. this.metalness.verify( builder );
  76. if ( this.alpha ) this.alpha.verify( builder );
  77. if ( this.light ) this.light.verify( builder, 'light' );
  78. if ( this.ao ) this.ao.verify( builder );
  79. if ( this.ambient ) this.ambient.verify( builder );
  80. if ( this.shadow ) this.shadow.verify( builder );
  81. if ( this.emissive ) this.emissive.verify( builder );
  82. if ( this.normal ) this.normal.verify( builder );
  83. if ( this.normalScale && this.normal ) this.normalScale.verify( builder );
  84. if ( this.environment ) this.environment.verify( builder, 'env', requires ); // isolate environment from others inputs ( see TextureNode, CubeTextureNode )
  85. // build code
  86. var color = this.color.buildCode( builder, 'c' );
  87. var roughness = this.roughness.buildCode( builder, 'fv1' );
  88. var metalness = this.metalness.buildCode( builder, 'fv1' );
  89. var alpha = this.alpha ? this.alpha.buildCode( builder, 'fv1' ) : undefined;
  90. var light = this.light ? this.light.buildCode( builder, 'v3', 'light' ) : undefined;
  91. var ao = this.ao ? this.ao.buildCode( builder, 'fv1' ) : undefined;
  92. var ambient = this.ambient ? this.ambient.buildCode( builder, 'c' ) : undefined;
  93. var shadow = this.shadow ? this.shadow.buildCode( builder, 'c' ) : undefined;
  94. var emissive = this.emissive ? this.emissive.buildCode( builder, 'c' ) : undefined;
  95. var normal = this.normal ? this.normal.buildCode( builder, 'v3' ) : undefined;
  96. var normalScale = this.normalScale && this.normal ? this.normalScale.buildCode( builder, 'v2' ) : undefined;
  97. var environment = this.environment ? this.environment.buildCode( builder, 'c', 'env', requires ) : undefined;
  98. material.requestAttrib.transparent = alpha != undefined;
  99. material.addFragmentPars( [
  100. "varying vec3 vViewPosition;",
  101. "#ifndef FLAT_SHADED",
  102. " varying vec3 vNormal;",
  103. "#endif",
  104. THREE.ShaderChunk[ "common" ],
  105. THREE.ShaderChunk[ "fog_pars_fragment" ],
  106. THREE.ShaderChunk[ "bsdfs" ],
  107. THREE.ShaderChunk[ "ambient_pars" ],
  108. THREE.ShaderChunk[ "lights_pars" ],
  109. THREE.ShaderChunk[ "lights_standard_pars_fragment" ],
  110. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  111. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  112. ].join( "\n" ) );
  113. var output = [
  114. // prevent undeclared normal
  115. THREE.ShaderChunk[ "normal_fragment" ],
  116. // prevent undeclared material
  117. " StandardMaterial material;",
  118. " material.diffuseColor = vec3( 1.0 );",
  119. color.code,
  120. " vec3 diffuseColor = " + color.result + ";",
  121. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  122. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  123. roughness.code,
  124. " float roughnessFactor = " + roughness.result + ";",
  125. metalness.code,
  126. " float metalnessFactor = " + metalness.result + ";"
  127. ];
  128. if ( alpha ) {
  129. output.push(
  130. alpha.code,
  131. 'if ( ' + alpha.result + ' <= ALPHATEST ) discard;'
  132. );
  133. }
  134. if ( normal ) {
  135. builder.include( 'perturbNormal2Arb' );
  136. output.push( normal.code );
  137. if ( normalScale ) output.push( normalScale.code );
  138. output.push(
  139. 'normal = perturbNormal2Arb(-vViewPosition,normal,' +
  140. normal.result + ',' +
  141. new THREE.UVNode().build( builder, 'v2' ) + ',' +
  142. ( normalScale ? normalScale.result : 'vec2( 1.0 )' ) + ');'
  143. );
  144. }
  145. output.push(
  146. THREE.ShaderChunk[ "shadowmap_fragment" ],
  147. // accumulation
  148. 'material.specularRoughness = clamp( roughnessFactor, 0.001, 1.0 );', // disney's remapping of [ 0, 1 ] roughness to [ 0.001, 1 ]
  149. 'material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );',
  150. THREE.ShaderChunk[ "lights_template" ]
  151. );
  152. if ( light ) {
  153. output.push(
  154. light.code,
  155. "reflectedLight.directDiffuse = " + light.result + ";"
  156. );
  157. }
  158. // apply color
  159. output.push(
  160. "diffuseColor *= 1.0 - metalnessFactor;",
  161. "reflectedLight.directDiffuse *= diffuseColor;",
  162. "reflectedLight.indirectDiffuse *= diffuseColor;"
  163. );
  164. if ( ao ) {
  165. output.push(
  166. ao.code,
  167. "reflectedLight.indirectDiffuse *= " + ao.result + ";"
  168. );
  169. }
  170. if ( ambient ) {
  171. output.push(
  172. ambient.code,
  173. "reflectedLight.indirectDiffuse += " + ambient.result + ";"
  174. );
  175. }
  176. if ( shadow ) {
  177. output.push(
  178. shadow.code,
  179. "reflectedLight.directDiffuse *= " + shadow.result + ";",
  180. "reflectedLight.directSpecular *= " + shadow.result + ";"
  181. );
  182. }
  183. if ( emissive ) {
  184. output.push(
  185. emissive.code,
  186. "reflectedLight.directDiffuse += " + emissive.result + ";"
  187. );
  188. }
  189. if ( environment ) {
  190. output.push(
  191. environment.code,
  192. "RE_IndirectSpecular(" + environment.result + ", geometry, material, reflectedLight );"
  193. );
  194. }
  195. output.push( "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;" );
  196. output.push(
  197. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  198. THREE.ShaderChunk[ "fog_fragment" ]
  199. );
  200. if ( alpha ) {
  201. output.push( "gl_FragColor = vec4( outgoingLight, " + alpha.result + " );" );
  202. }
  203. else {
  204. output.push( "gl_FragColor = vec4( outgoingLight, 1.0 );" );
  205. }
  206. code = output.join( "\n" );
  207. }
  208. return code;
  209. };