LineMaterial.js 6.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387
  1. /**
  2. * @author WestLangley / http://github.com/WestLangley
  3. *
  4. * parameters = {
  5. * color: <hex>,
  6. * linewidth: <float>,
  7. * dashed: <boolean>,
  8. * dashScale: <float>,
  9. * dashSize: <float>,
  10. * gapSize: <float>,
  11. * resolution: <Vector2>, // to be set by renderer
  12. * }
  13. */
  14. import {
  15. ShaderLib,
  16. ShaderMaterial,
  17. UniformsLib,
  18. UniformsUtils,
  19. Vector2
  20. } from "../../../build/three.module.js";
  21. UniformsLib.line = {
  22. linewidth: { value: 1 },
  23. resolution: { value: new Vector2( 1, 1 ) },
  24. dashScale: { value: 1 },
  25. dashSize: { value: 1 },
  26. gapSize: { value: 1 } // todo FIX - maybe change to totalSize
  27. };
  28. ShaderLib[ 'line' ] = {
  29. uniforms: UniformsUtils.merge( [
  30. UniformsLib.common,
  31. UniformsLib.fog,
  32. UniformsLib.line
  33. ] ),
  34. vertexShader:
  35. `
  36. #include <common>
  37. #include <color_pars_vertex>
  38. #include <fog_pars_vertex>
  39. #include <logdepthbuf_pars_vertex>
  40. #include <clipping_planes_pars_vertex>
  41. uniform float linewidth;
  42. uniform vec2 resolution;
  43. attribute vec3 instanceStart;
  44. attribute vec3 instanceEnd;
  45. attribute vec3 instanceColorStart;
  46. attribute vec3 instanceColorEnd;
  47. varying vec2 vUv;
  48. #ifdef USE_DASH
  49. uniform float dashScale;
  50. attribute float instanceDistanceStart;
  51. attribute float instanceDistanceEnd;
  52. varying float vLineDistance;
  53. #endif
  54. void trimSegment( const in vec4 start, inout vec4 end ) {
  55. // trim end segment so it terminates between the camera plane and the near plane
  56. // conservative estimate of the near plane
  57. float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
  58. float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
  59. float nearEstimate = - 0.5 * b / a;
  60. float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
  61. end.xyz = mix( start.xyz, end.xyz, alpha );
  62. }
  63. void main() {
  64. #ifdef USE_COLOR
  65. vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
  66. #endif
  67. #ifdef USE_DASH
  68. vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
  69. #endif
  70. float aspect = resolution.x / resolution.y;
  71. vUv = uv;
  72. // camera space
  73. vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
  74. vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
  75. // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
  76. // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
  77. // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
  78. // perhaps there is a more elegant solution -- WestLangley
  79. bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
  80. if ( perspective ) {
  81. if ( start.z < 0.0 && end.z >= 0.0 ) {
  82. trimSegment( start, end );
  83. } else if ( end.z < 0.0 && start.z >= 0.0 ) {
  84. trimSegment( end, start );
  85. }
  86. }
  87. // clip space
  88. vec4 clipStart = projectionMatrix * start;
  89. vec4 clipEnd = projectionMatrix * end;
  90. // ndc space
  91. vec2 ndcStart = clipStart.xy / clipStart.w;
  92. vec2 ndcEnd = clipEnd.xy / clipEnd.w;
  93. // direction
  94. vec2 dir = ndcEnd - ndcStart;
  95. // account for clip-space aspect ratio
  96. dir.x *= aspect;
  97. dir = normalize( dir );
  98. // perpendicular to dir
  99. vec2 offset = vec2( dir.y, - dir.x );
  100. // undo aspect ratio adjustment
  101. dir.x /= aspect;
  102. offset.x /= aspect;
  103. // sign flip
  104. if ( position.x < 0.0 ) offset *= - 1.0;
  105. // endcaps
  106. if ( position.y < 0.0 ) {
  107. offset += - dir;
  108. } else if ( position.y > 1.0 ) {
  109. offset += dir;
  110. }
  111. // adjust for linewidth
  112. offset *= linewidth;
  113. // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
  114. offset /= resolution.y;
  115. // select end
  116. vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
  117. // back to clip space
  118. offset *= clip.w;
  119. clip.xy += offset;
  120. gl_Position = clip;
  121. vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
  122. #include <logdepthbuf_vertex>
  123. #include <clipping_planes_vertex>
  124. #include <fog_vertex>
  125. }
  126. `,
  127. fragmentShader:
  128. `
  129. uniform vec3 diffuse;
  130. uniform float opacity;
  131. #ifdef USE_DASH
  132. uniform float dashSize;
  133. uniform float gapSize;
  134. #endif
  135. varying float vLineDistance;
  136. #include <common>
  137. #include <color_pars_fragment>
  138. #include <fog_pars_fragment>
  139. #include <logdepthbuf_pars_fragment>
  140. #include <clipping_planes_pars_fragment>
  141. varying vec2 vUv;
  142. void main() {
  143. #include <clipping_planes_fragment>
  144. #ifdef USE_DASH
  145. if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
  146. if ( mod( vLineDistance, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
  147. #endif
  148. if ( abs( vUv.y ) > 1.0 ) {
  149. float a = vUv.x;
  150. float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
  151. float len2 = a * a + b * b;
  152. if ( len2 > 1.0 ) discard;
  153. }
  154. vec4 diffuseColor = vec4( diffuse, opacity );
  155. #include <logdepthbuf_fragment>
  156. #include <color_fragment>
  157. gl_FragColor = vec4( diffuseColor.rgb, diffuseColor.a );
  158. #include <premultiplied_alpha_fragment>
  159. #include <tonemapping_fragment>
  160. #include <encodings_fragment>
  161. #include <fog_fragment>
  162. }
  163. `
  164. };
  165. var LineMaterial = function ( parameters ) {
  166. ShaderMaterial.call( this, {
  167. type: 'LineMaterial',
  168. uniforms: UniformsUtils.clone( ShaderLib[ 'line' ].uniforms ),
  169. vertexShader: ShaderLib[ 'line' ].vertexShader,
  170. fragmentShader: ShaderLib[ 'line' ].fragmentShader,
  171. clipping: true // required for clipping support
  172. } );
  173. this.dashed = false;
  174. Object.defineProperties( this, {
  175. color: {
  176. enumerable: true,
  177. get: function () {
  178. return this.uniforms.diffuse.value;
  179. },
  180. set: function ( value ) {
  181. this.uniforms.diffuse.value = value;
  182. }
  183. },
  184. linewidth: {
  185. enumerable: true,
  186. get: function () {
  187. return this.uniforms.linewidth.value;
  188. },
  189. set: function ( value ) {
  190. this.uniforms.linewidth.value = value;
  191. }
  192. },
  193. dashScale: {
  194. enumerable: true,
  195. get: function () {
  196. return this.uniforms.dashScale.value;
  197. },
  198. set: function ( value ) {
  199. this.uniforms.dashScale.value = value;
  200. }
  201. },
  202. dashSize: {
  203. enumerable: true,
  204. get: function () {
  205. return this.uniforms.dashSize.value;
  206. },
  207. set: function ( value ) {
  208. this.uniforms.dashSize.value = value;
  209. }
  210. },
  211. gapSize: {
  212. enumerable: true,
  213. get: function () {
  214. return this.uniforms.gapSize.value;
  215. },
  216. set: function ( value ) {
  217. this.uniforms.gapSize.value = value;
  218. }
  219. },
  220. resolution: {
  221. enumerable: true,
  222. get: function () {
  223. return this.uniforms.resolution.value;
  224. },
  225. set: function ( value ) {
  226. this.uniforms.resolution.value.copy( value );
  227. }
  228. }
  229. } );
  230. this.setValues( parameters );
  231. };
  232. LineMaterial.prototype = Object.create( ShaderMaterial.prototype );
  233. LineMaterial.prototype.constructor = LineMaterial;
  234. LineMaterial.prototype.isLineMaterial = true;
  235. export { LineMaterial };