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5c69e10c
编写于
10月 19, 2015
作者:
W
WestLangley
浏览文件
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电子邮件补丁
差异文件
Inital PR for MeshStandardMaterial
上级
e5443a18
变更
7
隐藏空白更改
内联
并排
Showing
7 changed file
with
392 addition
and
0 deletion
+392
-0
src/materials/MeshStandardMaterial.js
src/materials/MeshStandardMaterial.js
+191
-0
src/renderers/shaders/ShaderChunk/envmap_standard_fragment.glsl
...nderers/shaders/ShaderChunk/envmap_standard_fragment.glsl
+63
-0
src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl
...nderers/shaders/ShaderChunk/lights_standard_fragment.glsl
+112
-0
src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl
src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl
+8
-0
src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl
...erers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl
+5
-0
src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl
src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl
+8
-0
src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl
...erers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl
+5
-0
未找到文件。
src/materials/MeshStandardMaterial.js
0 → 100644
浏览文件 @
5c69e10c
/**
* @author WestLangley / http://github.com/WestLangley
*
* parameters = {
* color: <hex>,
* roughness: <float>,
* reflectivity: <float>,
* metalness: <float>,
* emissive: <hex>,
* opacity: <float>,
*
* map: new THREE.Texture( <Image> ),
*
* lightMap: new THREE.Texture( <Image> ),
* lightMapIntensity: <float>
*
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* emissiveMap: new THREE.Texture( <Image> ),
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
*
* normalMap: new THREE.Texture( <Image> ),
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* roughnessMap: new THREE.Texture( <Image> ),
*
* reflectivityMap: new THREE.Texture( <Image> ),
*
* metalnessMap: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
* refractionRatio: <float>,
*
* shading: THREE.SmoothShading,
* blending: THREE.NormalBlending,
* depthTest: <bool>,
* depthWrite: <bool>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>,
*
* fog: <bool>
* }
*/
THREE
.
MeshStandardMaterial
=
function
(
parameters
)
{
THREE
.
Material
.
call
(
this
);
this
.
type
=
'
MeshStandardMaterial
'
;
this
.
color
=
new
THREE
.
Color
(
0xffffff
);
// diffuse
this
.
roughness
=
0.5
;
this
.
reflectivity
=
1
;
this
.
metalness
=
0
;
this
.
emissive
=
new
THREE
.
Color
(
0x000000
);
this
.
map
=
null
;
this
.
lightMap
=
null
;
this
.
lightMapIntensity
=
1.0
;
this
.
aoMap
=
null
;
this
.
aoMapIntensity
=
1.0
;
this
.
emissiveMap
=
null
;
this
.
bumpMap
=
null
;
this
.
bumpScale
=
1
;
this
.
normalMap
=
null
;
this
.
normalScale
=
new
THREE
.
Vector2
(
1
,
1
);
this
.
displacementMap
=
null
;
this
.
displacementScale
=
1
;
this
.
displacementBias
=
0
;
this
.
roughnessMap
=
null
;
this
.
reflectivityMap
=
null
;
this
.
metalnessMap
=
null
;
this
.
alphaMap
=
null
;
this
.
envMap
=
null
;
this
.
envMapIntensity
=
1.0
;
this
.
refractionRatio
=
0.98
;
this
.
fog
=
true
;
this
.
shading
=
THREE
.
SmoothShading
;
this
.
wireframe
=
false
;
this
.
wireframeLinewidth
=
1
;
this
.
wireframeLinecap
=
'
round
'
;
this
.
wireframeLinejoin
=
'
round
'
;
this
.
vertexColors
=
THREE
.
NoColors
;
this
.
skinning
=
false
;
this
.
morphTargets
=
false
;
this
.
morphNormals
=
false
;
this
.
setValues
(
parameters
);
};
THREE
.
MeshStandardMaterial
.
prototype
=
Object
.
create
(
THREE
.
Material
.
prototype
);
THREE
.
MeshStandardMaterial
.
prototype
.
constructor
=
THREE
.
MeshStandardMaterial
;
THREE
.
MeshStandardMaterial
.
prototype
.
copy
=
function
(
source
)
{
THREE
.
Material
.
prototype
.
copy
.
call
(
this
,
source
);
this
.
color
.
copy
(
source
.
color
);
this
.
roughness
=
source
.
roughness
;
this
.
reflectivity
=
source
.
reflectivity
;
this
.
metalness
=
source
.
metalness
;
this
.
emissive
.
copy
(
source
.
emissive
);
this
.
map
=
source
.
map
;
this
.
lightMap
=
source
.
lightMap
;
this
.
lightMapIntensity
=
source
.
lightMapIntensity
;
this
.
aoMap
=
source
.
aoMap
;
this
.
aoMapIntensity
=
source
.
aoMapIntensity
;
this
.
emissiveMap
=
source
.
emissiveMap
;
this
.
bumpMap
=
source
.
bumpMap
;
this
.
bumpScale
=
source
.
bumpScale
;
this
.
normalMap
=
source
.
normalMap
;
this
.
normalScale
.
copy
(
source
.
normalScale
);
this
.
displacementMap
=
source
.
displacementMap
;
this
.
displacementScale
=
source
.
displacementScale
;
this
.
displacementBias
=
source
.
displacementBias
;
this
.
roughnessMap
=
source
.
roughnessMap
;
this
.
reflectivityMap
=
source
.
reflectivityMap
;
this
.
metalnessMap
=
source
.
metalnessMap
;
this
.
alphaMap
=
source
.
alphaMap
;
this
.
envMap
=
source
.
envMap
;
this
.
envMapIntensity
=
source
.
envMapIntensity
;
this
.
refractionRatio
=
source
.
refractionRatio
;
this
.
fog
=
source
.
fog
;
this
.
shading
=
source
.
shading
;
this
.
wireframe
=
source
.
wireframe
;
this
.
wireframeLinewidth
=
source
.
wireframeLinewidth
;
this
.
wireframeLinecap
=
source
.
wireframeLinecap
;
this
.
wireframeLinejoin
=
source
.
wireframeLinejoin
;
this
.
vertexColors
=
source
.
vertexColors
;
this
.
skinning
=
source
.
skinning
;
this
.
morphTargets
=
source
.
morphTargets
;
this
.
morphNormals
=
source
.
morphNormals
;
return
this
;
};
src/renderers/shaders/ShaderChunk/envmap_standard_fragment.glsl
0 → 100644
浏览文件 @
5c69e10c
#ifdef USE_ENVMAP
float
reflectivityFactor
=
reflectivity
;
// fix add map - replace specular strength?
vec3
cameraToVertex
=
normalize
(
vWorldPosition
-
cameraPosition
);
// Transforming Normal Vectors with the Inverse Transformation
vec3
worldNormal
=
inverseTransformDirection
(
normal
,
viewMatrix
);
#ifdef ENVMAP_MODE_REFLECTION
vec3
reflectVec
=
reflect
(
cameraToVertex
,
worldNormal
);
#else
vec3
reflectVec
=
refract
(
cameraToVertex
,
worldNormal
,
refractionRatio
);
#endif
#ifdef DOUBLE_SIDED
float
flipNormal
=
(
float
(
gl_FrontFacing
)
*
2
.
0
-
1
.
0
);
#else
float
flipNormal
=
1
.
0
;
#endif
#ifdef ENVMAP_TYPE_CUBE
#if defined( TEXTURE_CUBE_LOD_EXT )
float
bias
=
pow
(
roughness
,
0
.
5
)
*
7
.
0
;
// from bhouston - there are other models for this calculation (roughness; not roughnesFactor)
vec4
envMapColor
=
textureCubeLodEXT
(
envMap
,
flipNormal
*
vec3
(
flipEnvMap
*
reflectVec
.
x
,
reflectVec
.
yz
),
bias
);
#else
vec4
envMapColor
=
textureCube
(
envMap
,
flipNormal
*
vec3
(
flipEnvMap
*
reflectVec
.
x
,
reflectVec
.
yz
)
);
#endif
#elif defined( ENVMAP_TYPE_EQUIREC )
vec2
sampleUV
;
sampleUV
.
y
=
saturate
(
flipNormal
*
reflectVec
.
y
*
0
.
5
+
0
.
5
);
sampleUV
.
x
=
atan
(
flipNormal
*
reflectVec
.
z
,
flipNormal
*
reflectVec
.
x
)
*
RECIPROCAL_PI2
+
0
.
5
;
vec4
envMapColor
=
texture2D
(
envMap
,
sampleUV
);
#elif defined( ENVMAP_TYPE_SPHERE )
vec3
reflectView
=
flipNormal
*
normalize
((
viewMatrix
*
vec4
(
reflectVec
,
0
.
0
)).
xyz
+
vec3
(
0
.
0
,
0
.
0
,
1
.
0
));
vec4
envMapColor
=
texture2D
(
envMap
,
reflectView
.
xy
*
0
.
5
+
0
.
5
);
#endif
envMapColor
.
rgb
=
inputToLinear
(
envMapColor
.
rgb
);
outgoingLight
+=
envBRDFApprox
(
specularColor
,
roughnessFactor
,
normal
,
viewDir
)
*
envMapColor
.
rgb
*
envMapIntensity
*
reflectivityFactor
;
#endif
src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl
0 → 100644
浏览文件 @
5c69e10c
vec3
viewDir
=
normalize
(
vViewPosition
);
vec3
totalDiffuseLight
=
vec3
(
0
.
0
);
vec3
totalSpecularLight
=
vec3
(
0
.
0
);
// roughness linear remapping
roughnessFactor
=
roughnessFactor
*
0
.
5
+
0
.
5
;
// disney's remapping of [ 0, 1 ] roughness to [ 0.5, 1 ]
// metalness effect on color
vec3
specularColor
=
mix
(
vec3
(
0
.
04
),
diffuseColor
.
rgb
,
metalnessFactor
);
diffuseColor
.
rgb
*=
(
1
.
0
-
metalnessFactor
);
#if MAX_POINT_LIGHTS > 0
for
(
int
i
=
0
;
i
<
MAX_POINT_LIGHTS
;
i
++
)
{
vec3
lightColor
=
pointLightColor
[
i
];
vec3
lightPosition
=
pointLightPosition
[
i
];
vec3
lVector
=
lightPosition
+
vViewPosition
.
xyz
;
vec3
lightDir
=
normalize
(
lVector
);
// attenuation
float
attenuation
=
calcLightAttenuation
(
length
(
lVector
),
pointLightDistance
[
i
],
pointLightDecay
[
i
]
);
// diffuse
float
cosineTerm
=
saturate
(
dot
(
normal
,
lightDir
)
);
totalDiffuseLight
+=
lightColor
*
attenuation
*
cosineTerm
;
// specular
vec3
brdf
=
BRDF_GGX
(
specularColor
,
roughnessFactor
,
normal
,
lightDir
,
viewDir
);
totalSpecularLight
+=
brdf
*
specularStrength
*
lightColor
*
attenuation
*
cosineTerm
;
}
#endif
#if MAX_SPOT_LIGHTS > 0
for
(
int
i
=
0
;
i
<
MAX_SPOT_LIGHTS
;
i
++
)
{
vec3
lightColor
=
spotLightColor
[
i
];
vec3
lightPosition
=
spotLightPosition
[
i
];
vec3
lVector
=
lightPosition
+
vViewPosition
.
xyz
;
vec3
lightDir
=
normalize
(
lVector
);
float
spotEffect
=
dot
(
spotLightDirection
[
i
],
lightDir
);
if
(
spotEffect
>
spotLightAngleCos
[
i
]
)
{
spotEffect
=
saturate
(
pow
(
saturate
(
spotEffect
),
spotLightExponent
[
i
]
)
);
// attenuation
float
attenuation
=
calcLightAttenuation
(
length
(
lVector
),
spotLightDistance
[
i
],
spotLightDecay
[
i
]
);
attenuation
*=
spotEffect
;
// diffuse
float
cosineTerm
=
saturate
(
dot
(
normal
,
lightDir
)
);
totalDiffuseLight
+=
lightColor
*
attenuation
*
cosineTerm
;
// specular
vec3
brdf
=
BRDF_GGX
(
specularColor
,
roughnessFactor
,
normal
,
lightDir
,
viewDir
);
totalSpecularLight
+=
brdf
*
specularStrength
*
lightColor
*
attenuation
*
cosineTerm
;
}
}
#endif
#if MAX_DIR_LIGHTS > 0
for
(
int
i
=
0
;
i
<
MAX_DIR_LIGHTS
;
i
++
)
{
vec3
lightColor
=
directionalLightColor
[
i
];
vec3
lightDir
=
directionalLightDirection
[
i
];
// diffuse
float
cosineTerm
=
saturate
(
dot
(
normal
,
lightDir
)
);
totalDiffuseLight
+=
lightColor
*
cosineTerm
;
// specular
vec3
brdf
=
BRDF_GGX
(
specularColor
,
roughnessFactor
,
normal
,
lightDir
,
viewDir
);
totalSpecularLight
+=
brdf
*
specularStrength
*
lightColor
*
cosineTerm
;
}
#endif
src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl
0 → 100644
浏览文件 @
5c69e10c
float
metalnessFactor
=
metalness
;
#ifdef USE_METALNESSMAP
vec4
texelMetalness
=
texture2D
(
metalnessMap
,
vUv
);
metalnessFactor
=
texelMetalness
.
r
;
// note equality, not *=
#endif
src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl
0 → 100644
浏览文件 @
5c69e10c
#ifdef USE_METALNESSMAP
uniform
sampler2D
metalnessMap
;
#endif
\ No newline at end of file
src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl
0 → 100644
浏览文件 @
5c69e10c
float
roughnessFactor
=
roughness
;
#ifdef USE_ROUGHNESSMAP
vec4
texelRoughness
=
texture2D
(
roughnessMap
,
vUv
);
roughnessFactor
*=
texelRoughness
.
r
;
#endif
src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl
0 → 100644
浏览文件 @
5c69e10c
#ifdef USE_ROUGHNESSMAP
uniform
sampler2D
roughnessMap
;
#endif
\ No newline at end of file
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