LineMaterial.js 12 KB

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  1. ( function () {
  2. /**
  3. * parameters = {
  4. * color: <hex>,
  5. * linewidth: <float>,
  6. * dashed: <boolean>,
  7. * dashScale: <float>,
  8. * dashSize: <float>,
  9. * dashOffset: <float>,
  10. * gapSize: <float>,
  11. * resolution: <Vector2>, // to be set by renderer
  12. * }
  13. */
  14. THREE.UniformsLib.line = {
  15. worldUnits: {
  16. value: 1
  17. },
  18. linewidth: {
  19. value: 1
  20. },
  21. resolution: {
  22. value: new THREE.Vector2( 1, 1 )
  23. },
  24. dashOffset: {
  25. value: 0
  26. },
  27. dashScale: {
  28. value: 1
  29. },
  30. dashSize: {
  31. value: 1
  32. },
  33. gapSize: {
  34. value: 1
  35. } // todo FIX - maybe change to totalSize
  36. };
  37. THREE.ShaderLib[ 'line' ] = {
  38. uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib.common, THREE.UniformsLib.fog, THREE.UniformsLib.line ] ),
  39. vertexShader: /* glsl */`
  40. #include <common>
  41. #include <color_pars_vertex>
  42. #include <fog_pars_vertex>
  43. #include <logdepthbuf_pars_vertex>
  44. #include <clipping_planes_pars_vertex>
  45. uniform float linewidth;
  46. uniform vec2 resolution;
  47. attribute vec3 instanceStart;
  48. attribute vec3 instanceEnd;
  49. attribute vec3 instanceColorStart;
  50. attribute vec3 instanceColorEnd;
  51. #ifdef WORLD_UNITS
  52. varying vec4 worldPos;
  53. varying vec3 worldStart;
  54. varying vec3 worldEnd;
  55. #ifdef USE_DASH
  56. varying vec2 vUv;
  57. #endif
  58. #else
  59. varying vec2 vUv;
  60. #endif
  61. #ifdef USE_DASH
  62. uniform float dashScale;
  63. attribute float instanceDistanceStart;
  64. attribute float instanceDistanceEnd;
  65. varying float vLineDistance;
  66. #endif
  67. void trimSegment( const in vec4 start, inout vec4 end ) {
  68. // trim end segment so it terminates between the camera plane and the near plane
  69. // conservative estimate of the near plane
  70. float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
  71. float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
  72. float nearEstimate = - 0.5 * b / a;
  73. float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );
  74. end.xyz = mix( start.xyz, end.xyz, alpha );
  75. }
  76. void main() {
  77. #ifdef USE_COLOR
  78. vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;
  79. #endif
  80. #ifdef USE_DASH
  81. vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
  82. vUv = uv;
  83. #endif
  84. float aspect = resolution.x / resolution.y;
  85. // camera space
  86. vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
  87. vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );
  88. #ifdef WORLD_UNITS
  89. worldStart = start.xyz;
  90. worldEnd = end.xyz;
  91. #else
  92. vUv = uv;
  93. #endif
  94. // special case for perspective projection, and segments that terminate either in, or behind, the camera plane
  95. // clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
  96. // but we need to perform ndc-space calculations in the shader, so we must address this issue directly
  97. // perhaps there is a more elegant solution -- WestLangley
  98. bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column
  99. if ( perspective ) {
  100. if ( start.z < 0.0 && end.z >= 0.0 ) {
  101. trimSegment( start, end );
  102. } else if ( end.z < 0.0 && start.z >= 0.0 ) {
  103. trimSegment( end, start );
  104. }
  105. }
  106. // clip space
  107. vec4 clipStart = projectionMatrix * start;
  108. vec4 clipEnd = projectionMatrix * end;
  109. // ndc space
  110. vec3 ndcStart = clipStart.xyz / clipStart.w;
  111. vec3 ndcEnd = clipEnd.xyz / clipEnd.w;
  112. // direction
  113. vec2 dir = ndcEnd.xy - ndcStart.xy;
  114. // account for clip-space aspect ratio
  115. dir.x *= aspect;
  116. dir = normalize( dir );
  117. #ifdef WORLD_UNITS
  118. // get the offset direction as perpendicular to the view vector
  119. vec3 worldDir = normalize( end.xyz - start.xyz );
  120. vec3 offset;
  121. if ( position.y < 0.5 ) {
  122. offset = normalize( cross( start.xyz, worldDir ) );
  123. } else {
  124. offset = normalize( cross( end.xyz, worldDir ) );
  125. }
  126. // sign flip
  127. if ( position.x < 0.0 ) offset *= - 1.0;
  128. float forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );
  129. // don't extend the line if we're rendering dashes because we
  130. // won't be rendering the endcaps
  131. #ifndef USE_DASH
  132. // extend the line bounds to encompass endcaps
  133. start.xyz += - worldDir * linewidth * 0.5;
  134. end.xyz += worldDir * linewidth * 0.5;
  135. // shift the position of the quad so it hugs the forward edge of the line
  136. offset.xy -= dir * forwardOffset;
  137. offset.z += 0.5;
  138. #endif
  139. // endcaps
  140. if ( position.y > 1.0 || position.y < 0.0 ) {
  141. offset.xy += dir * 2.0 * forwardOffset;
  142. }
  143. // adjust for linewidth
  144. offset *= linewidth * 0.5;
  145. // set the world position
  146. worldPos = ( position.y < 0.5 ) ? start : end;
  147. worldPos.xyz += offset;
  148. // project the worldpos
  149. vec4 clip = projectionMatrix * worldPos;
  150. // shift the depth of the projected points so the line
  151. // segments overlap neatly
  152. vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
  153. clip.z = clipPose.z * clip.w;
  154. #else
  155. vec2 offset = vec2( dir.y, - dir.x );
  156. // undo aspect ratio adjustment
  157. dir.x /= aspect;
  158. offset.x /= aspect;
  159. // sign flip
  160. if ( position.x < 0.0 ) offset *= - 1.0;
  161. // endcaps
  162. if ( position.y < 0.0 ) {
  163. offset += - dir;
  164. } else if ( position.y > 1.0 ) {
  165. offset += dir;
  166. }
  167. // adjust for linewidth
  168. offset *= linewidth;
  169. // adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
  170. offset /= resolution.y;
  171. // select end
  172. vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;
  173. // back to clip space
  174. offset *= clip.w;
  175. clip.xy += offset;
  176. #endif
  177. gl_Position = clip;
  178. vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation
  179. #include <logdepthbuf_vertex>
  180. #include <clipping_planes_vertex>
  181. #include <fog_vertex>
  182. }
  183. `,
  184. fragmentShader: /* glsl */`
  185. uniform vec3 diffuse;
  186. uniform float opacity;
  187. uniform float linewidth;
  188. #ifdef USE_DASH
  189. uniform float dashOffset;
  190. uniform float dashSize;
  191. uniform float gapSize;
  192. #endif
  193. varying float vLineDistance;
  194. #ifdef WORLD_UNITS
  195. varying vec4 worldPos;
  196. varying vec3 worldStart;
  197. varying vec3 worldEnd;
  198. #ifdef USE_DASH
  199. varying vec2 vUv;
  200. #endif
  201. #else
  202. varying vec2 vUv;
  203. #endif
  204. #include <common>
  205. #include <color_pars_fragment>
  206. #include <fog_pars_fragment>
  207. #include <logdepthbuf_pars_fragment>
  208. #include <clipping_planes_pars_fragment>
  209. vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {
  210. float mua;
  211. float mub;
  212. vec3 p13 = p1 - p3;
  213. vec3 p43 = p4 - p3;
  214. vec3 p21 = p2 - p1;
  215. float d1343 = dot( p13, p43 );
  216. float d4321 = dot( p43, p21 );
  217. float d1321 = dot( p13, p21 );
  218. float d4343 = dot( p43, p43 );
  219. float d2121 = dot( p21, p21 );
  220. float denom = d2121 * d4343 - d4321 * d4321;
  221. float numer = d1343 * d4321 - d1321 * d4343;
  222. mua = numer / denom;
  223. mua = clamp( mua, 0.0, 1.0 );
  224. mub = ( d1343 + d4321 * ( mua ) ) / d4343;
  225. mub = clamp( mub, 0.0, 1.0 );
  226. return vec2( mua, mub );
  227. }
  228. void main() {
  229. #include <clipping_planes_fragment>
  230. #ifdef USE_DASH
  231. if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps
  232. if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX
  233. #endif
  234. float alpha = opacity;
  235. #ifdef WORLD_UNITS
  236. // Find the closest points on the view ray and the line segment
  237. vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
  238. vec3 lineDir = worldEnd - worldStart;
  239. vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );
  240. vec3 p1 = worldStart + lineDir * params.x;
  241. vec3 p2 = rayEnd * params.y;
  242. vec3 delta = p1 - p2;
  243. float len = length( delta );
  244. float norm = len / linewidth;
  245. #ifndef USE_DASH
  246. #ifdef USE_ALPHA_TO_COVERAGE
  247. float dnorm = fwidth( norm );
  248. alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );
  249. #else
  250. if ( norm > 0.5 ) {
  251. discard;
  252. }
  253. #endif
  254. #endif
  255. #else
  256. #ifdef USE_ALPHA_TO_COVERAGE
  257. // artifacts appear on some hardware if a derivative is taken within a conditional
  258. float a = vUv.x;
  259. float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
  260. float len2 = a * a + b * b;
  261. float dlen = fwidth( len2 );
  262. if ( abs( vUv.y ) > 1.0 ) {
  263. alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );
  264. }
  265. #else
  266. if ( abs( vUv.y ) > 1.0 ) {
  267. float a = vUv.x;
  268. float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
  269. float len2 = a * a + b * b;
  270. if ( len2 > 1.0 ) discard;
  271. }
  272. #endif
  273. #endif
  274. vec4 diffuseColor = vec4( diffuse, alpha );
  275. #include <logdepthbuf_fragment>
  276. #include <color_fragment>
  277. gl_FragColor = vec4( diffuseColor.rgb, alpha );
  278. #include <tonemapping_fragment>
  279. #include <encodings_fragment>
  280. #include <fog_fragment>
  281. #include <premultiplied_alpha_fragment>
  282. }
  283. `
  284. };
  285. class LineMaterial extends THREE.ShaderMaterial {
  286. constructor( parameters ) {
  287. super( {
  288. type: 'LineMaterial',
  289. uniforms: THREE.UniformsUtils.clone( THREE.ShaderLib[ 'line' ].uniforms ),
  290. vertexShader: THREE.ShaderLib[ 'line' ].vertexShader,
  291. fragmentShader: THREE.ShaderLib[ 'line' ].fragmentShader,
  292. clipping: true // required for clipping support
  293. } );
  294. this.isLineMaterial = true;
  295. Object.defineProperties( this, {
  296. color: {
  297. enumerable: true,
  298. get: function () {
  299. return this.uniforms.diffuse.value;
  300. },
  301. set: function ( value ) {
  302. this.uniforms.diffuse.value = value;
  303. }
  304. },
  305. worldUnits: {
  306. enumerable: true,
  307. get: function () {
  308. return 'WORLD_UNITS' in this.defines;
  309. },
  310. set: function ( value ) {
  311. if ( value === true ) {
  312. this.defines.WORLD_UNITS = '';
  313. } else {
  314. delete this.defines.WORLD_UNITS;
  315. }
  316. }
  317. },
  318. linewidth: {
  319. enumerable: true,
  320. get: function () {
  321. return this.uniforms.linewidth.value;
  322. },
  323. set: function ( value ) {
  324. this.uniforms.linewidth.value = value;
  325. }
  326. },
  327. dashed: {
  328. enumerable: true,
  329. get: function () {
  330. return Boolean( 'USE_DASH' in this.defines );
  331. },
  332. set( value ) {
  333. if ( Boolean( value ) !== Boolean( 'USE_DASH' in this.defines ) ) {
  334. this.needsUpdate = true;
  335. }
  336. if ( value === true ) {
  337. this.defines.USE_DASH = '';
  338. } else {
  339. delete this.defines.USE_DASH;
  340. }
  341. }
  342. },
  343. dashScale: {
  344. enumerable: true,
  345. get: function () {
  346. return this.uniforms.dashScale.value;
  347. },
  348. set: function ( value ) {
  349. this.uniforms.dashScale.value = value;
  350. }
  351. },
  352. dashSize: {
  353. enumerable: true,
  354. get: function () {
  355. return this.uniforms.dashSize.value;
  356. },
  357. set: function ( value ) {
  358. this.uniforms.dashSize.value = value;
  359. }
  360. },
  361. dashOffset: {
  362. enumerable: true,
  363. get: function () {
  364. return this.uniforms.dashOffset.value;
  365. },
  366. set: function ( value ) {
  367. this.uniforms.dashOffset.value = value;
  368. }
  369. },
  370. gapSize: {
  371. enumerable: true,
  372. get: function () {
  373. return this.uniforms.gapSize.value;
  374. },
  375. set: function ( value ) {
  376. this.uniforms.gapSize.value = value;
  377. }
  378. },
  379. opacity: {
  380. enumerable: true,
  381. get: function () {
  382. return this.uniforms.opacity.value;
  383. },
  384. set: function ( value ) {
  385. this.uniforms.opacity.value = value;
  386. }
  387. },
  388. resolution: {
  389. enumerable: true,
  390. get: function () {
  391. return this.uniforms.resolution.value;
  392. },
  393. set: function ( value ) {
  394. this.uniforms.resolution.value.copy( value );
  395. }
  396. },
  397. alphaToCoverage: {
  398. enumerable: true,
  399. get: function () {
  400. return Boolean( 'USE_ALPHA_TO_COVERAGE' in this.defines );
  401. },
  402. set: function ( value ) {
  403. if ( Boolean( value ) !== Boolean( 'USE_ALPHA_TO_COVERAGE' in this.defines ) ) {
  404. this.needsUpdate = true;
  405. }
  406. if ( value === true ) {
  407. this.defines.USE_ALPHA_TO_COVERAGE = '';
  408. this.extensions.derivatives = true;
  409. } else {
  410. delete this.defines.USE_ALPHA_TO_COVERAGE;
  411. this.extensions.derivatives = false;
  412. }
  413. }
  414. }
  415. } );
  416. this.setValues( parameters );
  417. }
  418. }
  419. THREE.LineMaterial = LineMaterial;
  420. } )();