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' ) : 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. // CubeMap blur effect (PBR)
  66. builder.require.cubeTextureBias = builder.require.cubeTextureBias || new THREE.RoughnessToBlinnExponentNode();
  67. // verify all nodes to reuse generate codes
  68. this.color.verify( builder );
  69. this.roughness.verify( builder );
  70. this.metalness.verify( builder );
  71. if ( this.alpha ) this.alpha.verify( builder );
  72. if ( this.ao ) this.ao.verify( builder );
  73. if ( this.ambient ) this.ambient.verify( builder );
  74. if ( this.shadow ) this.shadow.verify( builder );
  75. if ( this.emissive ) this.emissive.verify( builder );
  76. if ( this.normal ) this.normal.verify( builder );
  77. if ( this.normalScale && this.normal ) this.normalScale.verify( builder );
  78. if ( this.environment ) this.environment.verify( builder.setCache( 'env' ) ); // isolate environment from others inputs ( see TextureNode, CubeTextureNode )
  79. if ( this.reflectivity && this.environment ) this.reflectivity.verify( builder );
  80. // build code
  81. var color = this.color.buildCode( builder, 'v4' );
  82. var roughness = this.roughness.buildCode( builder, 'fv1' );
  83. var metalness = this.metalness.buildCode( builder, 'fv1' );
  84. var alpha = this.alpha ? this.alpha.buildCode( builder, 'fv1' ) : undefined;
  85. var ao = this.ao ? this.ao.buildCode( builder, 'c' ) : undefined;
  86. var ambient = this.ambient ? this.ambient.buildCode( builder, 'c' ) : undefined;
  87. var shadow = this.shadow ? this.shadow.buildCode( builder, 'c' ) : undefined;
  88. var emissive = this.emissive ? this.emissive.buildCode( builder, 'c' ) : undefined;
  89. var normal = this.normal ? this.normal.buildCode( builder, 'v3' ) : undefined;
  90. var normalScale = this.normalScale && this.normal ? this.normalScale.buildCode( builder, 'fv1' ) : undefined;
  91. var environment = this.environment ? this.environment.buildCode( builder.setCache( 'env' ), 'c' ) : undefined;
  92. var reflectivity = this.reflectivity && this.environment ? this.reflectivity.buildCode( builder, 'fv1' ) : undefined;
  93. material.requestAttrib.transparent = alpha != undefined;
  94. material.addFragmentPars( [
  95. "varying vec3 vViewPosition;",
  96. "#ifndef FLAT_SHADED",
  97. " varying vec3 vNormal;",
  98. "#endif",
  99. THREE.ShaderChunk[ "common" ],
  100. THREE.ShaderChunk[ "fog_pars_fragment" ],
  101. THREE.ShaderChunk[ "bsdfs" ],
  102. THREE.ShaderChunk[ "lights_pars" ],
  103. THREE.ShaderChunk[ "lights_standard_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. " StandardMaterial material;",
  112. color.code,
  113. " vec4 diffuseColor = " + color.result + ";",
  114. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  115. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  116. roughness.code,
  117. " float roughnessFactor = " + roughness.result + ";",
  118. metalness.code,
  119. " float metalnessFactor = " + metalness.result + ";"
  120. ];
  121. if ( alpha ) {
  122. output.push(
  123. alpha.code,
  124. 'if ( ' + alpha.result + ' <= ALPHATEST ) discard;'
  125. );
  126. }
  127. if ( normal ) {
  128. builder.include( 'perturbNormal2Arb' );
  129. output.push( normal.code );
  130. if ( normalScale ) output.push( normalScale.code );
  131. output.push(
  132. 'normal = perturbNormal2Arb(-vViewPosition,normal,' +
  133. normal.result + ',' +
  134. new THREE.UVNode().build( builder, 'v2' ) + ',' +
  135. ( normalScale ? normalScale.result : '1.0' ) + ');'
  136. );
  137. }
  138. output.push(
  139. THREE.ShaderChunk[ "shadowmap_fragment" ],
  140. // accumulation
  141. 'material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );',
  142. 'material.specularRoughness = clamp( roughnessFactor, 0.001, 1.0 );', // disney's remapping of [ 0, 1 ] roughness to [ 0.001, 1 ]
  143. 'material.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );',
  144. THREE.ShaderChunk[ "lights_template" ]
  145. );
  146. if ( ao ) {
  147. output.push( ao.code );
  148. output.push( "reflectedLight.indirectDiffuse *= " + ao.result + ";" );
  149. }
  150. if ( ambient ) {
  151. output.push( ambient.code );
  152. output.push( "reflectedLight.indirectDiffuse += " + ambient.result + ";" );
  153. }
  154. if ( shadow ) {
  155. output.push( shadow.code );
  156. output.push( "reflectedLight.directDiffuse *= " + shadow.result + ";" );
  157. output.push( "reflectedLight.directSpecular *= " + shadow.result + ";" );
  158. }
  159. if ( emissive ) {
  160. output.push( emissive.code );
  161. output.push( "reflectedLight.directDiffuse += " + emissive.result + ";" );
  162. }
  163. if ( environment ) {
  164. output.push( environment.code );
  165. output.push( "RE_IndirectSpecular(" + environment.result + ", geometry, material, reflectedLight );" );
  166. }
  167. if ( reflectivity ) {
  168. output.push( reflectivity.code );
  169. output.push( "reflectedLight.indirectSpecular *= " + reflectivity.result + ";" );
  170. }
  171. output.push( "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;" );
  172. output.push(
  173. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  174. THREE.ShaderChunk[ "fog_fragment" ]
  175. );
  176. if ( alpha ) {
  177. output.push( "gl_FragColor = vec4( outgoingLight, " + alpha.result + " );" );
  178. }
  179. else {
  180. output.push( "gl_FragColor = vec4( outgoingLight, 1.0 );" );
  181. }
  182. code = output.join( "\n" );
  183. }
  184. return code;
  185. };