/** * @author sunag / http://www.sunag.com.br/ */ THREE.StandardNode = function() { THREE.GLNode.call( this ); this.color = new THREE.ColorNode( 0xEEEEEE ); this.roughness = new THREE.FloatNode( 0.5 ); this.metalness = new THREE.FloatNode( 0.5 ); }; THREE.StandardNode.prototype = Object.create( THREE.GLNode.prototype ); THREE.StandardNode.prototype.constructor = THREE.StandardNode; THREE.StandardNode.prototype.build = function( builder ) { var material = builder.material; var code; material.define( 'PHYSICAL' ); material.define( 'ALPHATEST', '0.0' ); material.requestAttrib.light = true; if ( builder.isShader( 'vertex' ) ) { var transform = this.transform ? this.transform.parseAndBuildCode( builder, 'v3', 'transform' ) : undefined; material.mergeUniform( THREE.UniformsUtils.merge( [ THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ "ambient" ], THREE.UniformsLib[ "lights" ] ] ) ); material.addVertexPars( [ "varying vec3 vViewPosition;", "#ifndef FLAT_SHADED", " varying vec3 vNormal;", "#endif", THREE.ShaderChunk[ "common" ], THREE.ShaderChunk[ "morphtarget_pars_vertex" ], THREE.ShaderChunk[ "skinning_pars_vertex" ], THREE.ShaderChunk[ "shadowmap_pars_vertex" ], THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ] ].join( "\n" ) ); var output = [ THREE.ShaderChunk[ "beginnormal_vertex" ], THREE.ShaderChunk[ "morphnormal_vertex" ], THREE.ShaderChunk[ "skinbase_vertex" ], THREE.ShaderChunk[ "skinnormal_vertex" ], THREE.ShaderChunk[ "defaultnormal_vertex" ], "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED " vNormal = normalize( transformedNormal );", "#endif", THREE.ShaderChunk[ "begin_vertex" ] ]; if ( transform ) { output.push( transform.code, "transformed = " + transform.result + ";" ); } output.push( THREE.ShaderChunk[ "morphtarget_vertex" ], THREE.ShaderChunk[ "skinning_vertex" ], THREE.ShaderChunk[ "project_vertex" ], THREE.ShaderChunk[ "logdepthbuf_vertex" ], " vViewPosition = - mvPosition.xyz;", THREE.ShaderChunk[ "worldpos_vertex" ], THREE.ShaderChunk[ "shadowmap_vertex" ] ); code = output.join( "\n" ); } else { // blur textures for PBR effect var requires = { bias : new THREE.RoughnessToBlinnExponentNode(), offsetU : 0, offsetV : 0 }; // parse all nodes to reuse generate codes this.color.parse( builder ); this.roughness.parse( builder ); this.metalness.parse( builder ); if ( this.alpha ) this.alpha.parse( builder ); if ( this.light ) this.light.parse( builder, 'light' ); if ( this.ao ) this.ao.parse( builder ); if ( this.ambient ) this.ambient.parse( builder ); if ( this.shadow ) this.shadow.parse( builder ); if ( this.emissive ) this.emissive.parse( builder ); if ( this.normal ) this.normal.parse( builder ); if ( this.normalScale && this.normal ) this.normalScale.parse( builder ); if ( this.environment ) this.environment.parse( builder, 'env', requires ); // isolate environment from others inputs ( see TextureNode, CubeTextureNode ) // build code var color = this.color.buildCode( builder, 'c' ); var roughness = this.roughness.buildCode( builder, 'fv1' ); var metalness = this.metalness.buildCode( builder, 'fv1' ); var reflectivity = this.reflectivity ? this.reflectivity.buildCode( builder, 'fv1' ) : undefined; var alpha = this.alpha ? this.alpha.buildCode( builder, 'fv1' ) : undefined; var light = this.light ? this.light.buildCode( builder, 'v3', 'light' ) : undefined; var ao = this.ao ? this.ao.buildCode( builder, 'fv1' ) : undefined; var ambient = this.ambient ? this.ambient.buildCode( builder, 'c' ) : undefined; var shadow = this.shadow ? this.shadow.buildCode( builder, 'c' ) : undefined; var emissive = this.emissive ? this.emissive.buildCode( builder, 'c' ) : undefined; var normal = this.normal ? this.normal.buildCode( builder, 'v3' ) : undefined; var normalScale = this.normalScale && this.normal ? this.normalScale.buildCode( builder, 'v2' ) : undefined; var environment = this.environment ? this.environment.buildCode( builder, 'c', 'env', requires ) : undefined; material.requestAttrib.transparent = alpha != undefined; material.addFragmentPars( [ "varying vec3 vViewPosition;", "#ifndef FLAT_SHADED", " varying vec3 vNormal;", "#endif", THREE.ShaderChunk[ "common" ], THREE.ShaderChunk[ "fog_pars_fragment" ], THREE.ShaderChunk[ "bsdfs" ], THREE.ShaderChunk[ "lights_pars" ], THREE.ShaderChunk[ "lights_physical_pars_fragment" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ], THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ], ].join( "\n" ) ); var output = [ // prevent undeclared normal THREE.ShaderChunk[ "normal_fragment" ], // prevent undeclared material " PhysicalMaterial material;", " material.diffuseColor = vec3( 1.0 );", color.code, " vec3 diffuseColor = " + color.result + ";", " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );", THREE.ShaderChunk[ "logdepthbuf_fragment" ], roughness.code, " float roughnessFactor = " + roughness.result + ";", metalness.code, " float metalnessFactor = " + metalness.result + ";" ]; if ( alpha ) { output.push( alpha.code, 'if ( ' + alpha.result + ' <= ALPHATEST ) discard;' ); } if ( normal ) { builder.include( 'perturbNormal2Arb' ); output.push( normal.code ); if ( normalScale ) output.push( normalScale.code ); output.push( 'normal = perturbNormal2Arb(-vViewPosition,normal,' + normal.result + ',' + new THREE.UVNode().build( builder, 'v2' ) + ',' + ( normalScale ? normalScale.result : 'vec2( 1.0 )' ) + ');' ); } // optimization for now output.push( 'material.diffuseColor = ' + ( light ? 'vec3( 1.0 )' : 'diffuseColor * (1.0 - metalnessFactor)' ) + ';' ); output.push( // accumulation 'material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );' // disney's remapping of [ 0, 1 ] roughness to [ 0.001, 1 ] ); if ( reflectivity ) { output.push( 'material.specularColor = mix( vec3( 0.16 * pow2( ' + reflectivity.builder( builder, 'fv1' ) + ' ) ), diffuseColor, metalnessFactor );' ); } else { output.push( 'material.specularColor = mix( vec3( 0.04 ), diffuseColor, metalnessFactor );' ); } output.push( THREE.ShaderChunk[ "lights_template" ] ); if ( light ) { output.push( light.code, "reflectedLight.directDiffuse = " + light.result + ";" ); // apply color output.push( "diffuseColor *= 1.0 - metalnessFactor;", "reflectedLight.directDiffuse *= diffuseColor;", "reflectedLight.indirectDiffuse *= diffuseColor;" ); } if ( ao ) { output.push( ao.code, "reflectedLight.indirectDiffuse *= " + ao.result + ";" ); } if ( ambient ) { output.push( ambient.code, "reflectedLight.indirectDiffuse += " + ambient.result + ";" ); } if ( shadow ) { output.push( shadow.code, "reflectedLight.directDiffuse *= " + shadow.result + ";", "reflectedLight.directSpecular *= " + shadow.result + ";" ); } if ( emissive ) { output.push( emissive.code, "reflectedLight.directDiffuse += " + emissive.result + ";" ); } if ( environment ) { output.push( environment.code, "RE_IndirectSpecular(" + environment.result + ", geometry, material, reflectedLight );" ); } output.push( "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular;" ); output.push( THREE.ShaderChunk[ "linear_to_gamma_fragment" ], THREE.ShaderChunk[ "fog_fragment" ] ); if ( alpha ) { output.push( "gl_FragColor = vec4( outgoingLight, " + alpha.result + " );" ); } else { output.push( "gl_FragColor = vec4( outgoingLight, 1.0 );" ); } code = output.join( "\n" ); } return code; };