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- import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
- import { temp } from '../core/VarNode.js';
- import { varying } from '../core/VaryingNode.js';
- import { property, varyingProperty } from '../core/PropertyNode.js';
- import { attribute } from '../core/AttributeNode.js';
- import { cameraProjectionMatrix } from '../accessors/CameraNode.js';
- import { materialColor, materialLineScale, materialLineDashSize, materialLineGapSize, materialLineDashOffset, materialLineWidth } from '../accessors/MaterialNode.js';
- import { modelViewMatrix } from '../accessors/ModelNode.js';
- import { positionGeometry } from '../accessors/PositionNode.js';
- import { mix, smoothstep } from '../math/MathNode.js';
- import { tslFn, float, vec2, vec3, vec4, If } from '../shadernode/ShaderNode.js';
- import { uv } from '../accessors/UVNode.js';
- import { viewport } from '../display/ViewportNode.js';
- import { dashSize, gapSize } from '../core/PropertyNode.js';
- import { LineDashedMaterial } from 'three';
- const defaultValues = new LineDashedMaterial();
- class Line2NodeMaterial extends NodeMaterial {
- constructor( params = {} ) {
- super();
- this.normals = false;
- this.lights = false;
- this.setDefaultValues( defaultValues );
- this.useAlphaToCoverage = true;
- this.useColor = params.vertexColors;
- this.useDash = params.dashed;
- this.useWorldUnits = false;
- this.dashOffset = 0;
- this.lineWidth = 1;
- this.lineColorNode = null;
- this.offsetNode = null;
- this.dashScaleNode = null;
- this.dashSizeNode = null;
- this.gapSizeNode = null;
- this.setValues( params );
- }
- setup( builder ) {
- this.setupShaders();
- super.setup( builder );
- }
- setupShaders() {
- const useAlphaToCoverage = this.alphaToCoverage;
- const useColor = this.useColor;
- const useDash = this.dashed;
- const useWorldUnits = this.worldUnits;
- const trimSegment = tslFn( ( { start, end } ) => {
- const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column
- const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column
- const nearEstimate = b.mul( - 0.5 ).div( a );
- const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) );
- return vec4( mix( start.xyz, end.xyz, alpha ), end.w );
- } );
- this.vertexNode = tslFn( () => {
- varyingProperty( 'vec2', 'vUv' ).assign( uv() );
- const instanceStart = attribute( 'instanceStart' );
- const instanceEnd = attribute( 'instanceEnd' );
- // camera space
- const start = property( 'vec4', 'start' );
- const end = property( 'vec4', 'end' );
- start.assign( modelViewMatrix.mul( vec4( instanceStart, 1.0 ) ) ); // force assignment into correct place in flow
- end.assign( modelViewMatrix.mul( vec4( instanceEnd, 1.0 ) ) );
- if ( useWorldUnits ) {
- varyingProperty( 'vec3', 'worldStart' ).assign( start.xyz );
- varyingProperty( 'vec3', 'worldEnd' ).assign( end.xyz );
- }
- const aspect = viewport.z.div( viewport.w );
- // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
- // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
- // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
- // perhaps there is a more elegant solution -- WestLangley
- const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( - 1.0 ); // 4th entry in the 3rd column
- If( perspective, () => {
- If( start.z.lessThan( 0.0 ).and( end.z.greaterThan( 0.0 ) ), () => {
- end.assign( trimSegment( { start: start, end: end } ) );
- } ).elseif( end.z.lessThan( 0.0 ).and( start.z.greaterThanEqual( 0.0 ) ), () => {
- start.assign( trimSegment( { start: end, end: start } ) );
- } );
- } );
- // clip space
- const clipStart = cameraProjectionMatrix.mul( start );
- const clipEnd = cameraProjectionMatrix.mul( end );
- // ndc space
- const ndcStart = clipStart.xyz.div( clipStart.w );
- const ndcEnd = clipEnd.xyz.div( clipEnd.w );
- // direction
- const dir = ndcEnd.xy.sub( ndcStart.xy ).temp();
- // account for clip-space aspect ratio
- dir.x.assign( dir.x.mul( aspect ) );
- dir.assign( dir.normalize() );
- const clip = temp( vec4() );
- if ( useWorldUnits ) {
- // get the offset direction as perpendicular to the view vector
- const worldDir = end.xyz.sub( start.xyz ).normalize();
- const tmpFwd = mix( start.xyz, end.xyz, 0.5 ).normalize();
- const worldUp = worldDir.cross( tmpFwd ).normalize();
- const worldFwd = worldDir.cross( worldUp );
- const worldPos = varyingProperty( 'vec4', 'worldPos' );
- worldPos.assign( positionGeometry.y.lessThan( 0.5 ).cond( start, end ) );
- // height offset
- const hw = materialLineWidth.mul( 0.5 );
- worldPos.addAssign( vec4( positionGeometry.x.lessThan( 0.0 ).cond( worldUp.mul( hw ), worldUp.mul( hw ).negate() ), 0 ) );
- // don't extend the line if we're rendering dashes because we
- // won't be rendering the endcaps
- if ( ! useDash ) {
- // cap extension
- worldPos.addAssign( vec4( positionGeometry.y.lessThan( 0.5 ).cond( worldDir.mul( hw ).negate(), worldDir.mul( hw ) ), 0 ) );
- // add width to the box
- worldPos.addAssign( vec4( worldFwd.mul( hw ), 0 ) );
- // endcaps
- If( positionGeometry.y.greaterThan( 1.0 ).or( positionGeometry.y.lessThan( 0.0 ) ), () => {
- worldPos.subAssign( vec4( worldFwd.mul( 2.0 ).mul( hw ), 0 ) );
- } );
- }
- // project the worldpos
- clip.assign( cameraProjectionMatrix.mul( worldPos ) );
- // shift the depth of the projected points so the line
- // segments overlap neatly
- const clipPose = temp( vec3() );
- clipPose.assign( positionGeometry.y.lessThan( 0.5 ).cond( ndcStart, ndcEnd ) );
- clip.z.assign( clipPose.z.mul( clip.w ) );
- } else {
- const offset = property( 'vec2', 'offset' );
- offset.assign( vec2( dir.y, dir.x.negate() ) );
- // undo aspect ratio adjustment
- dir.x.assign( dir.x.div( aspect ) );
- offset.x.assign( offset.x.div( aspect ) );
- // sign flip
- offset.assign( positionGeometry.x.lessThan( 0.0 ).cond( offset.negate(), offset ) );
- // endcaps
- If( positionGeometry.y.lessThan( 0.0 ), () => {
- offset.assign( offset.sub( dir ) );
- } ).elseif( positionGeometry.y.greaterThan( 1.0 ), () => {
- offset.assign( offset.add( dir ) );
- } );
- // adjust for linewidth
- offset.assign( offset.mul( materialLineWidth ) );
- // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
- offset.assign( offset.div( viewport.w ) );
- // select end
- clip.assign( positionGeometry.y.lessThan( 0.5 ).cond( clipStart, clipEnd ) );
- // back to clip space
- offset.assign( offset.mul( clip.w ) );
- clip.assign( clip.add( vec4( offset, 0, 0 ) ) );
- }
- return clip;
- } )();
- const closestLineToLine = tslFn( ( { p1, p2, p3, p4 } ) => {
- const p13 = p1.sub( p3 );
- const p43 = p4.sub( p3 );
- const p21 = p2.sub( p1 );
- const d1343 = p13.dot( p43 );
- const d4321 = p43.dot( p21 );
- const d1321 = p13.dot( p21 );
- const d4343 = p43.dot( p43 );
- const d2121 = p21.dot( p21 );
- const denom = d2121.mul( d4343 ).sub( d4321.mul( d4321 ) );
- const numer = d1343.mul( d4321 ).sub( d1321.mul( d4343 ) );
- const mua = numer.div( denom ).clamp();
- const mub = d1343.add( d4321.mul( mua ) ).div( d4343 ).clamp();
- return vec2( mua, mub );
- } );
- this.fragmentNode = tslFn( () => {
- const vUv = varyingProperty( 'vec2', 'vUv' );
- if ( useDash ) {
- const offsetNode = this.offsetNode ? float( this.offsetNodeNode ) : materialLineDashOffset;
- const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
- const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
- const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
- dashSize.assign( dashSizeNode );
- gapSize.assign( gapSizeNode );
- const instanceDistanceStart = attribute( 'instanceDistanceStart' );
- const instanceDistanceEnd = attribute( 'instanceDistanceEnd' );
- const lineDistance = positionGeometry.y.lessThan( 0.5 ).cond( dashScaleNode.mul( instanceDistanceStart ), materialLineScale.mul( instanceDistanceEnd ) );
- const vLineDistance = varying( lineDistance.add( materialLineDashOffset ) );
- const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
- vUv.y.lessThan( - 1.0 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
- vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX
- }
- // force assignment into correct place in flow
- const alpha = property( 'float', 'alpha' );
- alpha.assign( 1 );
- if ( useWorldUnits ) {
- const worldStart = varyingProperty( 'vec3', 'worldStart' );
- const worldEnd = varyingProperty( 'vec3', 'worldEnd' );
- // Find the closest points on the view ray and the line segment
- const rayEnd = varyingProperty( 'vec4', 'worldPos' ).xyz.normalize().mul( 1e5 );
- const lineDir = worldEnd.sub( worldStart );
- const params = closestLineToLine( { p1: worldStart, p2: worldEnd, p3: vec3( 0.0, 0.0, 0.0 ), p4: rayEnd } );
- const p1 = worldStart.add( lineDir.mul( params.x ) );
- const p2 = rayEnd.mul( params.y );
- const delta = p1.sub( p2 );
- const len = delta.length();
- const norm = len.div( materialLineWidth );
- if ( ! useDash ) {
- if ( useAlphaToCoverage ) {
- const dnorm = norm.fwidth();
- alpha.assign( smoothstep( dnorm.negate().add( 0.5 ), dnorm.add( 0.5 ), norm ).oneMinus() );
- } else {
- norm.greaterThan( 0.5 ).discard();
- }
- }
- } else {
- // round endcaps
- if ( useAlphaToCoverage ) {
- const a = vUv.x;
- const b = vUv.y.greaterThan( 0.0 ).cond( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
- const len2 = a.mul( a ).add( b.mul( b ) );
- // force assignment out of following 'if' statement - to avoid uniform control flow errors
- const dlen = property( 'float', 'dlen' );
- dlen.assign( len2.fwidth() );
- If( vUv.y.abs().greaterThan( 1.0 ), () => {
- alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
- } );
- } else {
- If( vUv.y.abs().greaterThan( 1.0 ), () => {
- const a = vUv.x;
- const b = vUv.y.greaterThan( 0.0 ).cond( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
- const len2 = a.mul( a ).add( b.mul( b ) );
- len2.greaterThan( 1.0 ).discard();
- } );
- }
- }
- let lineColorNode;
- if ( this.lineColorNode ) {
- lineColorNode = this.lineColorNode;
- } else {
- if ( useColor ) {
- const instanceColorStart = attribute( 'instanceColorStart' );
- const instanceColorEnd = attribute( 'instanceColorEnd' );
- const instanceColor = positionGeometry.y.lessThan( 0.5 ).cond( instanceColorStart, instanceColorEnd );
- lineColorNode = instanceColor.mul( materialColor );
- } else {
- lineColorNode = materialColor;
- }
- }
- return vec4( lineColorNode, alpha );
- } )();
- }
- get worldUnits() {
- return this.useWorldUnits;
- }
- set worldUnits( value ) {
- if ( this.useWorldUnits !== value ) {
- this.useWorldUnits = value;
- this.needsUpdate = true;
- }
- }
- get dashed() {
- return this.useDash;
- }
- set dashed( value ) {
- if ( this.useDash !== value ) {
- this.useDash = value;
- this.needsUpdate = true;
- }
- }
- get alphaToCoverage() {
- return this.useAlphaToCoverage;
- }
- set alphaToCoverage( value ) {
- if ( this.useAlphaToCoverage !== value ) {
- this.useAlphaToCoverage = value;
- this.needsUpdate = true;
- }
- }
- }
- export default Line2NodeMaterial;
- addNodeMaterial( 'Line2NodeMaterial', Line2NodeMaterial );
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