123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162 |
- import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
- import { varying } from '../core/VaryingNode.js';
- import { property } from '../core/PropertyNode.js';
- import { attribute } from '../core/AttributeNode.js';
- import { cameraProjectionMatrix } from '../accessors/CameraNode.js';
- import { materialColor, materialPointWidth } from '../accessors/MaterialNode.js'; // or should this be a property, instead?
- import { modelViewMatrix } from '../accessors/ModelNode.js';
- import { positionGeometry } from '../accessors/PositionNode.js';
- import { smoothstep } from '../math/MathNode.js';
- import { tslFn, vec2, vec4 } from '../shadernode/ShaderNode.js';
- import { uv } from '../accessors/UVNode.js';
- import { viewport } from '../display/ViewportNode.js';
- import { PointsMaterial } from 'three';
- const defaultValues = new PointsMaterial();
- class InstancedPointsNodeMaterial extends NodeMaterial {
- constructor( params = {} ) {
- super();
- this.normals = false;
- this.lights = false;
- this.useAlphaToCoverage = true;
- this.useColor = params.vertexColors;
- this.pointWidth = 1;
- this.pointColorNode = null;
- this.setDefaultValues( defaultValues );
- this.setupShaders();
- this.setValues( params );
- }
- setupShaders() {
- const useAlphaToCoverage = this.alphaToCoverage;
- const useColor = this.useColor;
- this.vertexNode = tslFn( () => {
- //vUv = uv;
- varying( vec2(), 'vUv' ).assign( uv() ); // @TODO: Analyze other way to do this
- const instancePosition = attribute( 'instancePosition' );
- // camera space
- const mvPos = property( 'vec4', 'mvPos' );
- mvPos.assign( modelViewMatrix.mul( vec4( instancePosition, 1.0 ) ) );
- const aspect = viewport.z.div( viewport.w );
- // clip space
- const clipPos = cameraProjectionMatrix.mul( mvPos );
- // offset in ndc space
- const offset = property( 'vec2', 'offset' );
- offset.assign( positionGeometry.xy );
- offset.assign( offset.mul( materialPointWidth ) );
- offset.assign( offset.div( viewport.z ) );
- offset.y.assign( offset.y.mul( aspect ) );
- // back to clip space
- offset.assign( offset.mul( clipPos.w ) );
- //clipPos.xy += offset;
- clipPos.assign( clipPos.add( vec4( offset, 0, 0 ) ) );
- return clipPos;
- //vec4 mvPosition = mvPos; // this was used for somethihng...
- } )();
- this.fragmentNode = tslFn( () => {
- const vUv = varying( vec2(), 'vUv' );
- // force assignment into correct place in flow
- const alpha = property( 'float', 'alpha' );
- alpha.assign( 1 );
- const a = vUv.x;
- const b = vUv.y;
- const len2 = a.mul( a ).add( b.mul( b ) );
- if ( useAlphaToCoverage ) {
- // force assignment out of following 'if' statement - to avoid uniform control flow errors
- const dlen = property( 'float', 'dlen' );
- dlen.assign( len2.fwidth() );
- alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
- } else {
- len2.greaterThan( 1.0 ).discard();
- }
- let pointColorNode;
- if ( this.pointColorNode ) {
- pointColorNode = this.pointColorNode;
- } else {
- if ( useColor ) {
- const instanceColor = attribute( 'instanceColor' );
- pointColorNode = instanceColor.mul( materialColor );
- } else {
- pointColorNode = materialColor;
- }
- }
- return vec4( pointColorNode, alpha );
- } )();
- this.needsUpdate = true;
- }
- get alphaToCoverage() {
- return this.useAlphaToCoverage;
- }
- set alphaToCoverage( value ) {
- if ( this.useAlphaToCoverage !== value ) {
- this.useAlphaToCoverage = value;
- this.setupShaders();
- }
- }
- }
- export default InstancedPointsNodeMaterial;
- addNodeMaterial( 'InstancedPointsNodeMaterial', InstancedPointsNodeMaterial );
|