未验证 提交 a0567532 编写于 作者: G Garrett Johnson 提交者: GitHub

LDrawLoader: Wrap Conditonal Line Material, remove "canHaveEnvMap" field (#22183)

* Wrap conditonal line shader

* Remove unnecessary 'canHaveEnvMap' field
上级 ae4a7c4a
......@@ -37,85 +37,139 @@ const FILE_LOCATION_TRY_RELATIVE = 4;
const FILE_LOCATION_TRY_ABSOLUTE = 5;
const FILE_LOCATION_NOT_FOUND = 6;
const conditionalLineVertShader = /* glsl */`
attribute vec3 control0;
attribute vec3 control1;
attribute vec3 direction;
varying float discardFlag;
#include <common>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <color_vertex>
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
// Transform the line segment ends and control points into camera clip space
vec4 c0 = projectionMatrix * modelViewMatrix * vec4( control0, 1.0 );
vec4 c1 = projectionMatrix * modelViewMatrix * vec4( control1, 1.0 );
vec4 p0 = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
vec4 p1 = projectionMatrix * modelViewMatrix * vec4( position + direction, 1.0 );
c0.xy /= c0.w;
c1.xy /= c1.w;
p0.xy /= p0.w;
p1.xy /= p1.w;
// Get the direction of the segment and an orthogonal vector
vec2 dir = p1.xy - p0.xy;
vec2 norm = vec2( -dir.y, dir.x );
// Get control point directions from the line
vec2 c0dir = c0.xy - p1.xy;
vec2 c1dir = c1.xy - p1.xy;
// If the vectors to the controls points are pointed in different directions away
// from the line segment then the line should not be drawn.
float d0 = dot( normalize( norm ), normalize( c0dir ) );
float d1 = dot( normalize( norm ), normalize( c1dir ) );
discardFlag = float( sign( d0 ) != sign( d1 ) );
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}
`;
const conditionalLineFragShader = /* glsl */`
uniform vec3 diffuse;
uniform float opacity;
varying float discardFlag;
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
if ( discardFlag > 0.5 ) discard;
#include <clipping_planes_fragment>
vec3 outgoingLight = vec3( 0.0 );
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#include <color_fragment>
outgoingLight = diffuseColor.rgb; // simple shader
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
}
`;
const _tempVec0 = new Vector3();
const _tempVec1 = new Vector3();
class LDrawConditionalLineMaterial extends ShaderMaterial {
constructor( parameters ) {
super( {
uniforms: UniformsUtils.merge( [
UniformsLib.fog,
{
diffuse: {
value: new Color()
},
opacity: {
value: 1.0
}
}
] ),
vertexShader: /* glsl */`
attribute vec3 control0;
attribute vec3 control1;
attribute vec3 direction;
varying float discardFlag;
#include <common>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <color_vertex>
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
// Transform the line segment ends and control points into camera clip space
vec4 c0 = projectionMatrix * modelViewMatrix * vec4( control0, 1.0 );
vec4 c1 = projectionMatrix * modelViewMatrix * vec4( control1, 1.0 );
vec4 p0 = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
vec4 p1 = projectionMatrix * modelViewMatrix * vec4( position + direction, 1.0 );
c0.xy /= c0.w;
c1.xy /= c1.w;
p0.xy /= p0.w;
p1.xy /= p1.w;
// Get the direction of the segment and an orthogonal vector
vec2 dir = p1.xy - p0.xy;
vec2 norm = vec2( -dir.y, dir.x );
// Get control point directions from the line
vec2 c0dir = c0.xy - p1.xy;
vec2 c1dir = c1.xy - p1.xy;
// If the vectors to the controls points are pointed in different directions away
// from the line segment then the line should not be drawn.
float d0 = dot( normalize( norm ), normalize( c0dir ) );
float d1 = dot( normalize( norm ), normalize( c1dir ) );
discardFlag = float( sign( d0 ) != sign( d1 ) );
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
#include <fog_vertex>
}
`,
fragmentShader: /* glsl */`
uniform vec3 diffuse;
uniform float opacity;
varying float discardFlag;
#include <common>
#include <color_pars_fragment>
#include <fog_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
if ( discardFlag > 0.5 ) discard;
#include <clipping_planes_fragment>
vec3 outgoingLight = vec3( 0.0 );
vec4 diffuseColor = vec4( diffuse, opacity );
#include <logdepthbuf_fragment>
#include <color_fragment>
outgoingLight = diffuseColor.rgb; // simple shader
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
}
`,
} );
Object.defineProperties( this, {
opacity: {
get: function () {
return this.uniforms.opacity.value;
},
set: function ( value ) {
this.uniforms.opacity.value = value;
}
},
color: {
get: function () {
return this.uniforms.diffuse.value;
}
}
} );
this.setValues( parameters );
}
}
function smoothNormals( triangles, lineSegments ) {
function hashVertex( v ) {
......@@ -789,7 +843,6 @@ class LDrawLoader extends Loader {
let luminance = 0;
let finishType = FINISH_TYPE_DEFAULT;
let canHaveEnvMap = true;
let edgeMaterial = null;
......@@ -956,7 +1009,6 @@ class LDrawLoader extends Loader {
// Rubber finish
material = new MeshStandardMaterial( { color: colour, roughness: 0.9, metalness: 0 } );
canHaveEnvMap = false;
break;
case FINISH_TYPE_MATTE_METALLIC:
......@@ -985,8 +1037,6 @@ class LDrawLoader extends Loader {
material.polygonOffset = true;
material.polygonOffsetFactor = 1;
material.userData.canHaveEnvMap = canHaveEnvMap;
if ( luminance !== 0 ) {
material.emissive.set( material.color ).multiplyScalar( luminance );
......@@ -1004,28 +1054,17 @@ class LDrawLoader extends Loader {
} );
edgeMaterial.userData.code = code;
edgeMaterial.name = name + ' - Edge';
edgeMaterial.userData.canHaveEnvMap = false;
// This is the material used for conditional edges
edgeMaterial.userData.conditionalEdgeMaterial = new ShaderMaterial( {
vertexShader: conditionalLineVertShader,
fragmentShader: conditionalLineFragShader,
uniforms: UniformsUtils.merge( [
UniformsLib.fog,
{
diffuse: {
value: new Color( edgeColour )
},
opacity: {
value: alpha
}
}
] ),
edgeMaterial.userData.conditionalEdgeMaterial = new LDrawConditionalLineMaterial( {
fog: true,
transparent: isTransparent,
depthWrite: ! isTransparent
depthWrite: ! isTransparent,
color: edgeColour,
opacity: alpha,
} );
edgeMaterial.userData.conditionalEdgeMaterial.userData.canHaveEnvMap = false;
}
......
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