StandardNode.js 7.5 KB

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  1. /**
  2. * @author sunag / http://www.sunag.com.br/
  3. */
  4. THREE.StandardNode = function() {
  5. THREE.GLNode.call( this );
  6. this.color = new THREE.ColorNode( 0xEEEEEE );
  7. this.roughness = new THREE.FloatNode( 0.5 );
  8. this.metalness = new THREE.FloatNode( 0.5 );
  9. };
  10. THREE.StandardNode.prototype = Object.create( THREE.GLNode.prototype );
  11. THREE.StandardNode.prototype.constructor = THREE.StandardNode;
  12. THREE.StandardNode.prototype.build = function( builder ) {
  13. var material = builder.material;
  14. var code;
  15. material.define( 'STANDARD' );
  16. material.define( 'ALPHATEST', '0.0' );
  17. material.requestAttrib.light = true;
  18. if ( builder.isShader( 'vertex' ) ) {
  19. var transform = this.transform ? this.transform.verifyAndBuildCode( builder, 'v3', 'transform' ) : undefined;
  20. material.mergeUniform( THREE.UniformsUtils.merge( [
  21. THREE.UniformsLib[ "fog" ],
  22. THREE.UniformsLib[ "lights" ]
  23. ] ) );
  24. material.addVertexPars( [
  25. "varying vec3 vViewPosition;",
  26. "#ifndef FLAT_SHADED",
  27. " varying vec3 vNormal;",
  28. "#endif",
  29. THREE.ShaderChunk[ "common" ],
  30. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  31. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  32. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  33. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ]
  34. ].join( "\n" ) );
  35. var output = [
  36. THREE.ShaderChunk[ "beginnormal_vertex" ],
  37. THREE.ShaderChunk[ "morphnormal_vertex" ],
  38. THREE.ShaderChunk[ "skinbase_vertex" ],
  39. THREE.ShaderChunk[ "skinnormal_vertex" ],
  40. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  41. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  42. " vNormal = normalize( transformedNormal );",
  43. "#endif",
  44. THREE.ShaderChunk[ "begin_vertex" ]
  45. ];
  46. if ( transform ) {
  47. output.push(
  48. transform.code,
  49. "transformed = " + transform.result + ";"
  50. );
  51. }
  52. output.push(
  53. THREE.ShaderChunk[ "morphtarget_vertex" ],
  54. THREE.ShaderChunk[ "skinning_vertex" ],
  55. THREE.ShaderChunk[ "project_vertex" ],
  56. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  57. " vViewPosition = - mvPosition.xyz;",
  58. THREE.ShaderChunk[ "worldpos_vertex" ],
  59. THREE.ShaderChunk[ "shadowmap_vertex" ]
  60. );
  61. code = output.join( "\n" );
  62. }
  63. else {
  64. // autoblur textures for PBR Material effect
  65. var requires = {
  66. bias : new THREE.RoughnessToBlinnExponentNode()
  67. };
  68. // verify all nodes to reuse generate codes
  69. this.color.verify( builder );
  70. this.roughness.verify( builder );
  71. this.metalness.verify( builder );
  72. if ( this.alpha ) this.alpha.verify( builder );
  73. if ( this.light ) this.light.verify( builder, 'light' );
  74. if ( this.ao ) this.ao.verify( builder );
  75. if ( this.ambient ) this.ambient.verify( builder );
  76. if ( this.shadow ) this.shadow.verify( builder );
  77. if ( this.emissive ) this.emissive.verify( builder );
  78. if ( this.normal ) this.normal.verify( builder );
  79. if ( this.normalScale && this.normal ) this.normalScale.verify( builder );
  80. if ( this.environment ) this.environment.verify( builder, 'env', requires ); // isolate environment from others inputs ( see TextureNode, CubeTextureNode )
  81. // build code
  82. var color = this.color.buildCode( builder, 'c' );
  83. var roughness = this.roughness.buildCode( builder, 'fv1' );
  84. var metalness = this.metalness.buildCode( builder, 'fv1' );
  85. var alpha = this.alpha ? this.alpha.buildCode( builder, 'fv1' ) : undefined;
  86. var light = this.light ? this.light.buildCode( builder, 'v3', 'light' ) : undefined;
  87. var ao = this.ao ? this.ao.buildCode( builder, 'fv1' ) : undefined;
  88. var ambient = this.ambient ? this.ambient.buildCode( builder, 'c' ) : undefined;
  89. var shadow = this.shadow ? this.shadow.buildCode( builder, 'c' ) : undefined;
  90. var emissive = this.emissive ? this.emissive.buildCode( builder, 'c' ) : undefined;
  91. var normal = this.normal ? this.normal.buildCode( builder, 'v3' ) : undefined;
  92. var normalScale = this.normalScale && this.normal ? this.normalScale.buildCode( builder, 'v2' ) : undefined;
  93. var environment = this.environment ? this.environment.buildCode( builder, 'c', 'env', requires ) : undefined;
  94. material.requestAttrib.transparent = alpha != undefined;
  95. material.addFragmentPars( [
  96. "varying vec3 vViewPosition;",
  97. "#ifndef FLAT_SHADED",
  98. " varying vec3 vNormal;",
  99. "#endif",
  100. THREE.ShaderChunk[ "common" ],
  101. THREE.ShaderChunk[ "fog_pars_fragment" ],
  102. THREE.ShaderChunk[ "bsdfs" ],
  103. THREE.ShaderChunk[ "lights_pars" ],
  104. THREE.ShaderChunk[ "lights_standard_pars_fragment" ],
  105. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  106. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  107. ].join( "\n" ) );
  108. var output = [
  109. // prevent undeclared normal
  110. THREE.ShaderChunk[ "normal_fragment" ],
  111. // prevent undeclared material
  112. " StandardMaterial material;",
  113. " material.diffuseColor = vec3( 1.0 );",
  114. color.code,
  115. " vec3 diffuseColor = " + color.result + ";",
  116. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  117. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  118. roughness.code,
  119. " float roughnessFactor = " + roughness.result + ";",
  120. metalness.code,
  121. " float metalnessFactor = " + metalness.result + ";"
  122. ];
  123. if ( alpha ) {
  124. output.push(
  125. alpha.code,
  126. 'if ( ' + alpha.result + ' <= ALPHATEST ) discard;'
  127. );
  128. }
  129. if ( normal ) {
  130. builder.include( 'perturbNormal2Arb' );
  131. output.push( normal.code );
  132. if ( normalScale ) output.push( normalScale.code );
  133. output.push(
  134. 'normal = perturbNormal2Arb(-vViewPosition,normal,' +
  135. normal.result + ',' +
  136. new THREE.UVNode().build( builder, 'v2' ) + ',' +
  137. ( normalScale ? normalScale.result : 'vec2( 1.0 )' ) + ');'
  138. );
  139. }
  140. // optimization for now
  141. output.push( 'material.diffuseColor = ' + ( light ? 'vec3( 1.0 )' : 'diffuseColor * (1.0 - metalnessFactor)' ) + ';' );
  142. output.push(
  143. // accumulation
  144. 'material.specularRoughness = clamp( roughnessFactor, 0.001, 1.0 );', // disney's remapping of [ 0, 1 ] roughness to [ 0.001, 1 ]
  145. 'material.specularColor = mix( vec3( 0.04 ), diffuseColor, metalnessFactor );',
  146. THREE.ShaderChunk[ "lights_template" ]
  147. );
  148. if ( light ) {
  149. output.push(
  150. light.code,
  151. "reflectedLight.directDiffuse = " + light.result + ";"
  152. );
  153. // apply color
  154. output.push(
  155. "diffuseColor *= 1.0 - metalnessFactor;",
  156. "reflectedLight.directDiffuse *= diffuseColor;",
  157. "reflectedLight.indirectDiffuse *= diffuseColor;"
  158. );
  159. }
  160. if ( ao ) {
  161. output.push(
  162. ao.code,
  163. "reflectedLight.indirectDiffuse *= " + ao.result + ";"
  164. );
  165. }
  166. if ( ambient ) {
  167. output.push(
  168. ambient.code,
  169. "reflectedLight.indirectDiffuse += " + ambient.result + ";"
  170. );
  171. }
  172. if ( shadow ) {
  173. output.push(
  174. shadow.code,
  175. "reflectedLight.directDiffuse *= " + shadow.result + ";",
  176. "reflectedLight.directSpecular *= " + shadow.result + ";"
  177. );
  178. }
  179. if ( emissive ) {
  180. output.push(
  181. emissive.code,
  182. "reflectedLight.directDiffuse += " + emissive.result + ";"
  183. );
  184. }
  185. if ( environment ) {
  186. output.push(
  187. environment.code,
  188. "RE_IndirectSpecular(" + environment.result + ", geometry, material, reflectedLight );"
  189. );
  190. }
  191. output.push( "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;" );
  192. output.push(
  193. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  194. THREE.ShaderChunk[ "fog_fragment" ]
  195. );
  196. if ( alpha ) {
  197. output.push( "gl_FragColor = vec4( outgoingLight, " + alpha.result + " );" );
  198. }
  199. else {
  200. output.push( "gl_FragColor = vec4( outgoingLight, 1.0 );" );
  201. }
  202. code = output.join( "\n" );
  203. }
  204. return code;
  205. };