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- import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
- import { varying } from '../core/VaryingNode.js';
- import { property } from '../core/PropertyNode.js';
- import { materialReference } from '../accessors/MaterialReferenceNode.js';
- import { modelWorldMatrixInverse } from '../accessors/ModelNode.js';
- import { cameraPosition } from '../accessors/CameraNode.js';
- import { positionGeometry } from '../accessors/PositionNode.js';
- import { tslFn, vec2, vec3, vec4 } from '../shadernode/ShaderNode.js';
- import { min, max } from '../math/MathNode.js';
- import { loop, Break } from '../utils/LoopNode.js';
- import { texture3D } from '../accessors/Texture3DNode.js';
- class VolumeNodeMaterial extends NodeMaterial {
- constructor( params = {} ) {
- super();
- this.normals = false;
- this.lights = false;
- this.isVolumeNodeMaterial = true;
- this.testNode = null;
- this.setValues( params );
- }
- setup( builder ) {
- const map = texture3D( this.map, null, 0 );
- const hitBox = tslFn( ( { orig, dir } ) => {
- const box_min = vec3( - 0.5 );
- const box_max = vec3( 0.5 );
- const inv_dir = dir.reciprocal();
- const tmin_tmp = box_min.sub( orig ).mul( inv_dir );
- const tmax_tmp = box_max.sub( orig ).mul( inv_dir );
- const tmin = min( tmin_tmp, tmax_tmp );
- const tmax = max( tmin_tmp, tmax_tmp );
- const t0 = max( tmin.x, max( tmin.y, tmin.z ) );
- const t1 = min( tmax.x, min( tmax.y, tmax.z ) );
- return vec2( t0, t1 );
- } );
- this.fragmentNode = tslFn( () => {
- const vOrigin = varying( vec3( modelWorldMatrixInverse.mul( vec4( cameraPosition, 1.0 ) ) ) );
- const vDirection = varying( positionGeometry.sub( vOrigin ) );
- const rayDir = vDirection.normalize();
- const bounds = property( 'vec2', 'bounds' ).assign( hitBox( { orig: vOrigin, dir: rayDir } ) );
- bounds.x.greaterThan( bounds.y ).discard();
- bounds.assign( vec2( max( bounds.x, 0.0 ), bounds.y ) );
- const p = property( 'vec3', 'p' ).assign( vOrigin.add( bounds.x.mul( rayDir ) ) );
- const inc = property( 'vec3', 'inc' ).assign( vec3( rayDir.abs().reciprocal() ) );
- const delta = property( 'float', 'delta' ).assign( min( inc.x, min( inc.y, inc.z ) ) );
- delta.divAssign( materialReference( 'steps', 'float' ) );
- const ac = property( 'vec4', 'ac' ).assign( vec4( materialReference( 'base', 'color' ), 0.0 ) );
- loop( { type: 'float', start: bounds.x, end: bounds.y, update: '+= delta' }, () => {
- const d = property( 'float', 'd' ).assign( map.uv( p.add( 0.5 ) ).r );
- if ( this.testNode !== null ) {
- this.testNode( { map: map, mapValue: d, probe: p, finalColor: ac } ).append();
- } else {
- // default to show surface of mesh
- ac.a.assign( 1 );
- Break();
- }
- p.addAssign( rayDir.mul( delta ) );
- } );
- ac.a.equal( 0 ).discard();
- return vec4( ac );
- } )();
- super.setup( builder );
- }
- }
- export default VolumeNodeMaterial;
- addNodeMaterial( 'VolumeNodeMaterial', VolumeNodeMaterial );
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