LineMaterial.js 7.3 KB

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  1. /**
  2. * parameters = {
  3. * color: <hex>,
  4. * linewidth: <float>,
  5. * dashed: <boolean>,
  6. * dashScale: <float>,
  7. * dashSize: <float>,
  8. * dashOffset: <float>,
  9. * gapSize: <float>,
  10. * resolution: <Vector2>, // to be set by renderer
  11. * }
  12. */
  13. THREE.UniformsLib.line = {
  14. linewidth: { value: 1 },
  15. resolution: { value: new THREE.Vector2( 1, 1 ) },
  16. dashScale: { value: 1 },
  17. dashSize: { value: 1 },
  18. dashOffset: { value: 0 },
  19. gapSize: { value: 1 }, // todo FIX - maybe change to totalSize
  20. opacity: { value: 1 }
  21. };
  22. THREE.ShaderLib[ 'line' ] = {
  23. uniforms: THREE.UniformsUtils.merge( [
  24. THREE.UniformsLib.common,
  25. THREE.UniformsLib.fog,
  26. THREE.UniformsLib.line
  27. ] ),
  28. vertexShader:
  29. `
  30. #include <common>
  31. #include <color_pars_vertex>
  32. #include <fog_pars_vertex>
  33. #include <logdepthbuf_pars_vertex>
  34. #include <clipping_planes_pars_vertex>
  35. uniform float linewidth;
  36. uniform vec2 resolution;
  37. attribute vec3 instanceStart;
  38. attribute vec3 instanceEnd;
  39. attribute vec3 instanceColorStart;
  40. attribute vec3 instanceColorEnd;
  41. varying vec2 vUv;
  42. #ifdef USE_DASH
  43. uniform float dashScale;
  44. attribute float instanceDistanceStart;
  45. attribute float instanceDistanceEnd;
  46. varying float vLineDistance;
  47. #endif
  48. void trimSegment( const in vec4 start, inout vec4 end ) {
  49. // trim end segment so it terminates between the camera plane and the near plane
  50. // conservative estimate of the near plane
  51. float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
  52. float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
  53. float nearEstimate = - 0.5 * b / a;
  54. float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
  55. end.xyz = mix( start.xyz, end.xyz, alpha );
  56. }
  57. void main() {
  58. #ifdef USE_COLOR
  59. vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
  60. #endif
  61. #ifdef USE_DASH
  62. vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
  63. #endif
  64. float aspect = resolution.x / resolution.y;
  65. vUv = uv;
  66. // camera space
  67. vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
  68. vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
  69. // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
  70. // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
  71. // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
  72. // perhaps there is a more elegant solution -- WestLangley
  73. bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
  74. if ( perspective ) {
  75. if ( start.z < 0.0 && end.z >= 0.0 ) {
  76. trimSegment( start, end );
  77. } else if ( end.z < 0.0 && start.z >= 0.0 ) {
  78. trimSegment( end, start );
  79. }
  80. }
  81. // clip space
  82. vec4 clipStart = projectionMatrix * start;
  83. vec4 clipEnd = projectionMatrix * end;
  84. // ndc space
  85. vec2 ndcStart = clipStart.xy / clipStart.w;
  86. vec2 ndcEnd = clipEnd.xy / clipEnd.w;
  87. // direction
  88. vec2 dir = ndcEnd - ndcStart;
  89. // account for clip-space aspect ratio
  90. dir.x *= aspect;
  91. dir = normalize( dir );
  92. // perpendicular to dir
  93. vec2 offset = vec2( dir.y, - dir.x );
  94. // undo aspect ratio adjustment
  95. dir.x /= aspect;
  96. offset.x /= aspect;
  97. // sign flip
  98. if ( position.x < 0.0 ) offset *= - 1.0;
  99. // endcaps
  100. if ( position.y < 0.0 ) {
  101. offset += - dir;
  102. } else if ( position.y > 1.0 ) {
  103. offset += dir;
  104. }
  105. // adjust for linewidth
  106. offset *= linewidth;
  107. // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
  108. offset /= resolution.y;
  109. // select end
  110. vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
  111. // back to clip space
  112. offset *= clip.w;
  113. clip.xy += offset;
  114. gl_Position = clip;
  115. vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
  116. #include <logdepthbuf_vertex>
  117. #include <clipping_planes_vertex>
  118. #include <fog_vertex>
  119. }
  120. `,
  121. fragmentShader:
  122. `
  123. uniform vec3 diffuse;
  124. uniform float opacity;
  125. #ifdef USE_DASH
  126. uniform float dashSize;
  127. uniform float dashOffset;
  128. uniform float gapSize;
  129. #endif
  130. varying float vLineDistance;
  131. #include <common>
  132. #include <color_pars_fragment>
  133. #include <fog_pars_fragment>
  134. #include <logdepthbuf_pars_fragment>
  135. #include <clipping_planes_pars_fragment>
  136. varying vec2 vUv;
  137. void main() {
  138. #include <clipping_planes_fragment>
  139. #ifdef USE_DASH
  140. if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
  141. if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
  142. #endif
  143. if ( abs( vUv.y ) > 1.0 ) {
  144. float a = vUv.x;
  145. float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
  146. float len2 = a * a + b * b;
  147. if ( len2 > 1.0 ) discard;
  148. }
  149. vec4 diffuseColor = vec4( diffuse, opacity );
  150. #include <logdepthbuf_fragment>
  151. #include <color_fragment>
  152. gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );
  153. #include <tonemapping_fragment>
  154. #include <encodings_fragment>
  155. #include <fog_fragment>
  156. #include <premultiplied_alpha_fragment>
  157. }
  158. `
  159. };
  160. THREE.LineMaterial = function ( parameters ) {
  161. THREE.ShaderMaterial.call( this, {
  162. type: 'LineMaterial',
  163. uniforms: THREE.UniformsUtils.clone( THREE.ShaderLib[ 'line' ].uniforms ),
  164. vertexShader: THREE.ShaderLib[ 'line' ].vertexShader,
  165. fragmentShader: THREE.ShaderLib[ 'line' ].fragmentShader,
  166. clipping: true // required for clipping support
  167. } );
  168. this.dashed = false;
  169. Object.defineProperties( this, {
  170. color: {
  171. enumerable: true,
  172. get: function () {
  173. return this.uniforms.diffuse.value;
  174. },
  175. set: function ( value ) {
  176. this.uniforms.diffuse.value = value;
  177. }
  178. },
  179. linewidth: {
  180. enumerable: true,
  181. get: function () {
  182. return this.uniforms.linewidth.value;
  183. },
  184. set: function ( value ) {
  185. this.uniforms.linewidth.value = value;
  186. }
  187. },
  188. dashScale: {
  189. enumerable: true,
  190. get: function () {
  191. return this.uniforms.dashScale.value;
  192. },
  193. set: function ( value ) {
  194. this.uniforms.dashScale.value = value;
  195. }
  196. },
  197. dashSize: {
  198. enumerable: true,
  199. get: function () {
  200. return this.uniforms.dashSize.value;
  201. },
  202. set: function ( value ) {
  203. this.uniforms.dashSize.value = value;
  204. }
  205. },
  206. dashOffset: {
  207. enumerable: true,
  208. get: function () {
  209. return this.uniforms.dashOffset.value;
  210. },
  211. set: function ( value ) {
  212. this.uniforms.dashOffset.value = value;
  213. }
  214. },
  215. gapSize: {
  216. enumerable: true,
  217. get: function () {
  218. return this.uniforms.gapSize.value;
  219. },
  220. set: function ( value ) {
  221. this.uniforms.gapSize.value = value;
  222. }
  223. },
  224. opacity: {
  225. enumerable: true,
  226. get: function () {
  227. return this.uniforms.opacity.value;
  228. },
  229. set: function ( value ) {
  230. this.uniforms.opacity.value = value;
  231. }
  232. },
  233. resolution: {
  234. enumerable: true,
  235. get: function () {
  236. return this.uniforms.resolution.value;
  237. },
  238. set: function ( value ) {
  239. this.uniforms.resolution.value.copy( value );
  240. }
  241. }
  242. } );
  243. this.setValues( parameters );
  244. };
  245. THREE.LineMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  246. THREE.LineMaterial.prototype.constructor = THREE.LineMaterial;
  247. THREE.LineMaterial.prototype.isLineMaterial = true;