SpriteNodeMaterial.js 2.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110
  1. import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
  2. import { uniform } from '../core/UniformNode.js';
  3. import { cameraProjectionMatrix } from '../accessors/CameraNode.js';
  4. import { materialRotation } from '../accessors/MaterialNode.js';
  5. import { modelViewMatrix, modelWorldMatrix } from '../accessors/ModelNode.js';
  6. import { positionLocal } from '../accessors/PositionNode.js';
  7. import { vec2, vec3, vec4 } from '../shadernode/ShaderNode.js';
  8. import { SpriteMaterial } from 'three';
  9. const defaultValues = new SpriteMaterial();
  10. class SpriteNodeMaterial extends NodeMaterial {
  11. constructor( parameters ) {
  12. super();
  13. this.isSpriteNodeMaterial = true;
  14. this.lights = false;
  15. this.normals = false;
  16. this.colorNode = null;
  17. this.opacityNode = null;
  18. this.alphaTestNode = null;
  19. this.lightNode = null;
  20. this.positionNode = null;
  21. this.rotationNode = null;
  22. this.scaleNode = null;
  23. this.setDefaultValues( defaultValues );
  24. this.setValues( parameters );
  25. }
  26. constructPosition( { object, context } ) {
  27. // < VERTEX STAGE >
  28. const { positionNode, rotationNode, scaleNode } = this;
  29. const vertex = positionLocal;
  30. let mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) );
  31. let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() );
  32. if ( scaleNode !== null ) {
  33. scale = scale.mul( scaleNode );
  34. }
  35. let alignedPosition = vertex.xy;
  36. if ( object.center && object.center.isVector2 === true ) {
  37. alignedPosition = alignedPosition.sub( uniform( object.center ).sub( 0.5 ) );
  38. }
  39. alignedPosition = alignedPosition.mul( scale );
  40. const rotation = rotationNode || materialRotation;
  41. const cosAngle = rotation.cos();
  42. const sinAngle = rotation.sin();
  43. const rotatedPosition = vec2( // @TODO: Maybe we can create mat2 and write something like rotationMatrix.mul( alignedPosition )?
  44. vec2( cosAngle, sinAngle.negate() ).dot( alignedPosition ),
  45. vec2( sinAngle, cosAngle ).dot( alignedPosition )
  46. );
  47. mvPosition = vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw );
  48. const modelViewProjection = cameraProjectionMatrix.mul( mvPosition );
  49. context.vertex = vertex;
  50. return modelViewProjection;
  51. }
  52. copy( source ) {
  53. this.colorNode = source.colorNode;
  54. this.opacityNode = source.opacityNode;
  55. this.alphaTestNode = source.alphaTestNode;
  56. this.lightNode = source.lightNode;
  57. this.positionNode = source.positionNode;
  58. this.rotationNode = source.rotationNode;
  59. this.scaleNode = source.scaleNode;
  60. return super.copy( source );
  61. }
  62. }
  63. export default SpriteNodeMaterial;
  64. addNodeMaterial( SpriteNodeMaterial );