StandardNode.js 12 KB

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  1. /**
  2. * @author sunag / http://www.sunag.com.br/
  3. */
  4. import { Node } from '../../core/Node.js';
  5. import { ColorNode } from '../../inputs/ColorNode.js';
  6. import { FloatNode } from '../../inputs/FloatNode.js';
  7. import { RoughnessToBlinnExponentNode } from '../../bsdfs/RoughnessToBlinnExponentNode.js';
  8. function StandardNode() {
  9. Node.call( this );
  10. this.color = new ColorNode( 0xEEEEEE );
  11. this.roughness = new FloatNode( 0.5 );
  12. this.metalness = new FloatNode( 0.5 );
  13. }
  14. StandardNode.prototype = Object.create( Node.prototype );
  15. StandardNode.prototype.constructor = StandardNode;
  16. StandardNode.prototype.nodeType = "Standard";
  17. StandardNode.prototype.build = function ( builder ) {
  18. var code;
  19. builder.define( this.clearCoat || this.clearCoatRoughness ? 'PHYSICAL' : 'STANDARD' );
  20. builder.requires.lights = true;
  21. builder.extensions.shaderTextureLOD = true;
  22. if ( builder.isShader( 'vertex' ) ) {
  23. var position = this.position ? this.position.parseAndBuildCode( builder, 'v3', { cache: 'position' } ) : undefined;
  24. builder.mergeUniform( THREE.UniformsUtils.merge( [
  25. THREE.UniformsLib.fog,
  26. THREE.UniformsLib.lights
  27. ] ) );
  28. builder.addParsCode( [
  29. "varying vec3 vViewPosition;",
  30. "#ifndef FLAT_SHADED",
  31. " varying vec3 vNormal;",
  32. "#endif",
  33. //"#include <encodings_pars_fragment>", // encoding functions
  34. "#include <fog_pars_vertex>",
  35. "#include <morphtarget_pars_vertex>",
  36. "#include <skinning_pars_vertex>",
  37. "#include <shadowmap_pars_vertex>",
  38. "#include <logdepthbuf_pars_vertex>",
  39. "#include <clipping_planes_pars_vertex>"
  40. ].join( "\n" ) );
  41. var output = [
  42. "#include <beginnormal_vertex>",
  43. "#include <morphnormal_vertex>",
  44. "#include <skinbase_vertex>",
  45. "#include <skinnormal_vertex>",
  46. "#include <defaultnormal_vertex>",
  47. "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED
  48. " vNormal = normalize( transformedNormal );",
  49. "#endif",
  50. "#include <begin_vertex>"
  51. ];
  52. if ( position ) {
  53. output.push(
  54. position.code,
  55. position.result ? "transformed = " + position.result + ";" : ''
  56. );
  57. }
  58. output.push(
  59. "#include <morphtarget_vertex>",
  60. "#include <skinning_vertex>",
  61. "#include <project_vertex>",
  62. "#include <fog_vertex>",
  63. "#include <logdepthbuf_vertex>",
  64. "#include <clipping_planes_vertex>",
  65. " vViewPosition = - mvPosition.xyz;",
  66. "#include <worldpos_vertex>",
  67. "#include <shadowmap_vertex>"
  68. );
  69. code = output.join( "\n" );
  70. } else {
  71. var contextEnvironment = {
  72. bias: RoughnessToBlinnExponentNode,
  73. gamma: true
  74. };
  75. var contextGammaOnly = {
  76. gamma: true
  77. };
  78. var useClearCoat = ! builder.isDefined( 'STANDARD' );
  79. // parse all nodes to reuse generate codes
  80. this.color.parse( builder, { slot: 'color', context: contextGammaOnly } );
  81. this.roughness.parse( builder );
  82. this.metalness.parse( builder );
  83. if ( this.alpha ) this.alpha.parse( builder );
  84. if ( this.normal ) this.normal.parse( builder );
  85. if ( this.clearCoat ) this.clearCoat.parse( builder );
  86. if ( this.clearCoatRoughness ) this.clearCoatRoughness.parse( builder );
  87. if ( this.reflectivity ) this.reflectivity.parse( builder );
  88. if ( this.light ) this.light.parse( builder, { cache: 'light' } );
  89. if ( this.ao ) this.ao.parse( builder );
  90. if ( this.ambient ) this.ambient.parse( builder );
  91. if ( this.shadow ) this.shadow.parse( builder );
  92. if ( this.emissive ) this.emissive.parse( builder, { slot: 'emissive' } );
  93. if ( this.environment ) this.environment.parse( builder, { cache: 'env', context: contextEnvironment, slot: 'environment' } ); // isolate environment from others inputs ( see TextureNode, CubeTextureNode )
  94. // build code
  95. var color = this.color.buildCode( builder, 'c', { slot: 'color', context: contextGammaOnly } );
  96. var roughness = this.roughness.buildCode( builder, 'f' );
  97. var metalness = this.metalness.buildCode( builder, 'f' );
  98. var alpha = this.alpha ? this.alpha.buildCode( builder, 'f' ) : undefined;
  99. var normal = this.normal ? this.normal.buildCode( builder, 'v3' ) : undefined;
  100. var clearCoat = this.clearCoat ? this.clearCoat.buildCode( builder, 'f' ) : undefined;
  101. var clearCoatRoughness = this.clearCoatRoughness ? this.clearCoatRoughness.buildCode( builder, 'f' ) : undefined;
  102. var reflectivity = this.reflectivity ? this.reflectivity.buildCode( builder, 'f' ) : undefined;
  103. var light = this.light ? this.light.buildCode( builder, 'v3', { cache: 'light' } ) : undefined;
  104. var ao = this.ao ? this.ao.buildCode( builder, 'f' ) : undefined;
  105. var ambient = this.ambient ? this.ambient.buildCode( builder, 'c' ) : undefined;
  106. var shadow = this.shadow ? this.shadow.buildCode( builder, 'c' ) : undefined;
  107. var emissive = this.emissive ? this.emissive.buildCode( builder, 'c', { slot: 'emissive' } ) : undefined;
  108. var environment = this.environment ? this.environment.buildCode( builder, 'c', { cache: 'env', context: contextEnvironment, slot: 'environment' } ) : undefined;
  109. var clearCoatEnv = useClearCoat && environment ? this.environment.buildCode( builder, 'c', { cache: 'clearCoat', context: contextEnvironment, slot: 'environment' } ) : undefined;
  110. builder.requires.transparent = alpha !== undefined;
  111. builder.addParsCode( [
  112. "varying vec3 vViewPosition;",
  113. "#ifndef FLAT_SHADED",
  114. " varying vec3 vNormal;",
  115. "#endif",
  116. "#include <dithering_pars_fragment>",
  117. "#include <fog_pars_fragment>",
  118. "#include <bsdfs>",
  119. "#include <lights_pars_begin>",
  120. "#include <lights_physical_pars_fragment>",
  121. "#include <shadowmap_pars_fragment>",
  122. "#include <logdepthbuf_pars_fragment>",
  123. "#include <logdepthbuf_vertex>"
  124. ].join( "\n" ) );
  125. var output = [
  126. "#include <clipping_planes_fragment>",
  127. // add before: prevent undeclared normal
  128. " #include <normal_fragment_begin>",
  129. // add before: prevent undeclared material
  130. " PhysicalMaterial material;",
  131. " material.diffuseColor = vec3( 1.0 );",
  132. color.code,
  133. " vec3 diffuseColor = " + color.result + ";",
  134. " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );",
  135. "#include <logdepthbuf_fragment>",
  136. roughness.code,
  137. " float roughnessFactor = " + roughness.result + ";",
  138. metalness.code,
  139. " float metalnessFactor = " + metalness.result + ";"
  140. ];
  141. if ( alpha ) {
  142. output.push(
  143. alpha.code,
  144. '#ifdef ALPHATEST',
  145. 'if ( ' + alpha.result + ' <= ALPHATEST ) discard;',
  146. '#endif'
  147. );
  148. }
  149. if ( normal ) {
  150. output.push(
  151. normal.code,
  152. 'normal = ' + normal.result + ';'
  153. );
  154. }
  155. // optimization for now
  156. output.push(
  157. 'material.diffuseColor = ' + ( light ? 'vec3( 1.0 )' : 'diffuseColor * (1.0 - metalnessFactor)' ) + ';',
  158. 'material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );'
  159. );
  160. if ( clearCoat ) {
  161. output.push(
  162. clearCoat.code,
  163. 'material.clearCoat = saturate( ' + clearCoat.result + ' );'
  164. );
  165. } else if ( useClearCoat ) {
  166. output.push( 'material.clearCoat = 0.0;' );
  167. }
  168. if ( clearCoatRoughness ) {
  169. output.push(
  170. clearCoatRoughness.code,
  171. 'material.clearCoatRoughness = clamp( ' + clearCoatRoughness.result + ', 0.04, 1.0 );'
  172. );
  173. } else if ( useClearCoat ) {
  174. output.push( 'material.clearCoatRoughness = 0.0;' );
  175. }
  176. if ( reflectivity ) {
  177. output.push(
  178. reflectivity.code,
  179. 'material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( ' + reflectivity.result + ' ) ), diffuseColor, metalnessFactor );'
  180. );
  181. } else {
  182. output.push(
  183. 'material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor, metalnessFactor );'
  184. );
  185. }
  186. output.push(
  187. "#include <lights_fragment_begin>"
  188. );
  189. if ( light ) {
  190. output.push(
  191. light.code,
  192. "reflectedLight.directDiffuse = " + light.result + ";"
  193. );
  194. // apply color
  195. output.push(
  196. "diffuseColor *= 1.0 - metalnessFactor;",
  197. "reflectedLight.directDiffuse *= diffuseColor;",
  198. "reflectedLight.indirectDiffuse *= diffuseColor;"
  199. );
  200. }
  201. if ( ao ) {
  202. output.push(
  203. ao.code,
  204. "reflectedLight.indirectDiffuse *= " + ao.result + ";",
  205. "float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );",
  206. "reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, " + ao.result + ", material.specularRoughness );"
  207. );
  208. }
  209. if ( ambient ) {
  210. output.push(
  211. ambient.code,
  212. "reflectedLight.indirectDiffuse += " + ambient.result + ";"
  213. );
  214. }
  215. if ( shadow ) {
  216. output.push(
  217. shadow.code,
  218. "reflectedLight.directDiffuse *= " + shadow.result + ";",
  219. "reflectedLight.directSpecular *= " + shadow.result + ";"
  220. );
  221. }
  222. if ( emissive ) {
  223. output.push(
  224. emissive.code,
  225. "reflectedLight.directDiffuse += " + emissive.result + ";"
  226. );
  227. }
  228. if ( environment ) {
  229. output.push( environment.code );
  230. if ( clearCoatEnv ) {
  231. output.push(
  232. clearCoatEnv.code,
  233. "clearCoatRadiance += " + clearCoatEnv.result + ";"
  234. );
  235. }
  236. output.push( "radiance += " + environment.result + ";" );
  237. }
  238. output.push(
  239. "#include <lights_fragment_end>"
  240. );
  241. output.push( "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;" );
  242. if ( alpha ) {
  243. output.push( "gl_FragColor = vec4( outgoingLight, " + alpha.result + " );" );
  244. } else {
  245. output.push( "gl_FragColor = vec4( outgoingLight, 1.0 );" );
  246. }
  247. output.push(
  248. "#include <tonemapping_fragment>",
  249. "#include <encodings_fragment>",
  250. "#include <fog_fragment>",
  251. "#include <premultiplied_alpha_fragment>",
  252. "#include <dithering_fragment>"
  253. );
  254. code = output.join( "\n" );
  255. }
  256. return code;
  257. };
  258. StandardNode.prototype.copy = function ( source ) {
  259. Node.prototype.copy.call( this, source );
  260. // vertex
  261. if ( source.position ) this.position = source.position;
  262. // fragment
  263. this.color = source.color;
  264. this.roughness = source.roughness;
  265. this.metalness = source.metalness;
  266. if ( source.alpha ) this.alpha = source.alpha;
  267. if ( source.normal ) this.normal = source.normal;
  268. if ( source.clearCoat ) this.clearCoat = source.clearCoat;
  269. if ( source.clearCoatRoughness ) this.clearCoatRoughness = source.clearCoatRoughness;
  270. if ( source.reflectivity ) this.reflectivity = source.reflectivity;
  271. if ( source.light ) this.light = source.light;
  272. if ( source.shadow ) this.shadow = source.shadow;
  273. if ( source.ao ) this.ao = source.ao;
  274. if ( source.emissive ) this.emissive = source.emissive;
  275. if ( source.ambient ) this.ambient = source.ambient;
  276. if ( source.environment ) this.environment = source.environment;
  277. };
  278. StandardNode.prototype.toJSON = function ( meta ) {
  279. var data = this.getJSONNode( meta );
  280. if ( ! data ) {
  281. data = this.createJSONNode( meta );
  282. // vertex
  283. if ( this.position ) data.position = this.position.toJSON( meta ).uuid;
  284. // fragment
  285. data.color = this.color.toJSON( meta ).uuid;
  286. data.roughness = this.roughness.toJSON( meta ).uuid;
  287. data.metalness = this.metalness.toJSON( meta ).uuid;
  288. if ( this.alpha ) data.alpha = this.alpha.toJSON( meta ).uuid;
  289. if ( this.normal ) data.normal = this.normal.toJSON( meta ).uuid;
  290. if ( this.clearCoat ) data.clearCoat = this.clearCoat.toJSON( meta ).uuid;
  291. if ( this.clearCoatRoughness ) data.clearCoatRoughness = this.clearCoatRoughness.toJSON( meta ).uuid;
  292. if ( this.reflectivity ) data.reflectivity = this.reflectivity.toJSON( meta ).uuid;
  293. if ( this.light ) data.light = this.light.toJSON( meta ).uuid;
  294. if ( this.shadow ) data.shadow = this.shadow.toJSON( meta ).uuid;
  295. if ( this.ao ) data.ao = this.ao.toJSON( meta ).uuid;
  296. if ( this.emissive ) data.emissive = this.emissive.toJSON( meta ).uuid;
  297. if ( this.ambient ) data.ambient = this.ambient.toJSON( meta ).uuid;
  298. if ( this.environment ) data.environment = this.environment.toJSON( meta ).uuid;
  299. }
  300. return data;
  301. };
  302. export { StandardNode };