LineMaterial.js 11 KB

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