未验证 提交 e2d4abb9 编写于 作者: M Michael Herzog 提交者: GitHub

Merge pull request #18003 from Mugen87/dev39

MeshToonMaterial: Stop deriving from MeshPhongMaterial.
......@@ -8,11 +8,11 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Material] &rarr; [page:MeshPhongMaterial] &rarr;
[page:Material] &rarr;
<h1>[name]</h1>
<div class="desc">An extension of the [page:MeshPhongMaterial] with toon shading.</div>
<div class="desc">A material implementing toon shading.</div>
<iframe id="scene" src="scenes/material-browser.html#MeshToonMaterial"></iframe>
......@@ -33,46 +33,193 @@
</script>
<h2>Examples</h2>
[example:webgl_materials_variations_toon materials / variations / toon]<br />
<p>
[example:webgl_materials_variations_toon materials / variations / toon]
</p>
<h2>Constructor</h2>
<h3>[name]( [param:Object parameters] )</h3>
<p>
[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
Any property of the material (including any property inherited from [page:Material] and [page:MeshStandardMaterial]) can be passed in here.<br /><br />
[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
</p>
<h2>Properties</h2>
<p>See the base [page:Material] and [page:MeshPhongMaterial] classes for common properties.</p>
<p>See the base [page:Material] class for common properties.</p>
<h3>[property:Texture gradientMap]</h3>
<p>Gradient map for the toon shading. Default is *null*.</p>
<h3>[property:Texture alphaMap]</h3>
<p>The alpha map is a grayscale texture that controls the opacity across the surface
(black: fully transparent; white: fully opaque). Default is null.<br /><br />
Only the color of the texture is used, ignoring the alpha channel if one exists.
For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
green channel when sampling this texture due to the extra bit of precision provided
for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
luminance/alpha textures will also still work as expected.
</p>
<h3>[property:Texture aoMap]</h3>
<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
and [page:Texture offset] Texture properties.</p>
<h3>[property:Float aoMapIntensity]</h3>
<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
<h3>[property:Texture bumpMap]</h3>
<p>
The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
be ignored.
</p>
<h3>[property:Float bumpScale]</h3>
<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
<h3>[property:Color color]</h3>
<p>[page:Color] of the material, by default set to white (0xffffff).</p>
<h3>[property:Texture displacementMap]</h3>
<p>
The displacement map affects the position of the mesh's vertices. Unlike other maps
which only affect the light and shade of the material the displaced vertices can cast shadows,
block other objects, and otherwise act as real geometry. The displacement texture is
an image where the value of each pixel (white being the highest) is mapped against,
and repositions, the vertices of the mesh.
</p>
<h3>[property:Float displacementScale]</h3>
<p>
How much the displacement map affects the mesh (where black is no displacement,
and white is maximum displacement). Without a displacement map set, this value is not applied.
Default is 1.
</p>
<h3>[property:Float displacementBias]</h3>
<p>
The offset of the displacement map's values on the mesh's vertices.
Without a displacement map set, this value is not applied. Default is 0.
</p>
<h3>[property:Color emissive]</h3>
<p>
Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
Default is black.
</p>
<h3>[property:Texture emissiveMap]</h3>
<p>
Set emisssive (glow) map. Default is null. The emissive map color is modulated by
the emissive color and the emissive intensity. If you have an emissive map, be sure to
set the emissive color to something other than black.
</p>
<h3>[property:Float emissiveIntensity]</h3>
<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
<h3>[property:Boolean isMeshToonMaterial]</h3>
<p>
Used to check whether this or derived classes are mesh toon materials. Default is *true*.<br /><br />
Used to check whether this or derived classes are [name]. Default is *true*.<br /><br />
You should not change this, as it used internally for optimisation.
</p>
<h3>[property:Object defines]</h3>
<p>An object of the form:
<code>
{ 'TOON': '' };
</code>
<h3>[property:Texture gradientMap]</h3>
<p>Gradient map for toon shading. Default is *null*.</p>
<h3>[property:Texture lightMap]</h3>
<p>The light map. Default is null. The lightMap requires a second set of UVs,
and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
Texture properties.</p>
<h3>[property:Float lightMapIntensity]</h3>
<p>Intensity of the baked light. Default is 1.</p>
<h3>[property:Texture map]</h3>
<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
<h3>[property:boolean morphNormals]</h3>
<p>
Defines whether the material uses morphNormals. Set as true to pass morphNormal
attributes from the [page:Geometry] to the shader. Default is *false*.
</p>
<h3>[property:Boolean morphTargets]</h3>
<p>Define whether the material uses morphTargets. Default is false.</p>
This is used by the [page:WebGLRenderer] for selecting shaders.
<h3>[property:Texture normalMap]</h3>
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
</p>
<h3>[property:Integer normalMapType]</h3>
<p>
The type of normal map.<br /><br />
<h2>Methods</h2>
<p>See the base [page:Material] and [page:MeshPhongMaterial] classes for common methods.</p>
Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
</p>
<h3>[property:Vector2 normalScale]</h3>
<p>
How much the normal map affects the material. Typical ranges are 0-1.
Default is a [page:Vector2] set to (1,1).
</p>
<h3>[property:Float shininess]</h3>
<p>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is *30*.</p>
<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>
<h3>[property:Color specular]</h3>
<p>
Specular color of the material. Default is a [page:Color] set to *0x111111* (very dark grey).<br /><br />
This defines how shiny the material is and the color of its shine.
</p>
<h3>[property:Texture specularMap]</h3>
<p>
The specular map value affects both how much the specular surface highlight
contributes and how much of the environment map affects the surface. Default is null.
</p>
<h3>[property:Boolean wireframe]</h3>
<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
<h3>[property:String wireframeLinecap]</h3>
<p>
Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
</p>
<h3>[property:String wireframeLinejoin]</h3>
<p>
Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
</p>
<h3>[property:Float wireframeLinewidth]</h3>
<p>Controls wireframe thickness. Default is 1.<br /><br />
Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
always be 1 regardless of the set value.
</p>
<h2>Methods</h2>
<p>See the base [page:Material] class for common methods.</p>
<h2>Source</h2>
......
......@@ -8,11 +8,11 @@
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Material] &rarr; [page:MeshPhongMaterial] &rarr;
[page:Material] &rarr;
<h1>卡通网格材质([name])</h1>
<h1>[name]</h1>
<div class="desc">[page:MeshPhongMaterial]卡通着色的扩展。</div>
<div class="desc">A material implementing toon shading.</div>
<iframe id="scene" src="scenes/material-browser.html#MeshToonMaterial"></iframe>
......@@ -32,45 +32,196 @@
</script>
<h2>例子(Examples)</h2>
[example:webgl_materials_variations_toon materials / variations / toon]<br />
<h2>Examples</h2>
<p>
[example:webgl_materials_variations_toon materials / variations / toon]
</p>
<h2>构造函数(Constructor)</h2>
<h2>Constructor</h2>
<h3>[name]( [param:Object parameters] )</h3>
<p> [page:Object parameters] - (可选)用于定义材质外观的对象,具有一个或多个属性。
材质的任何属性都可以从此处传入(包括从[page:Material]和[page:MeshStandardMaterial]继承的任何属性)。<br /><br />
属性[page:Hexadecimal color]例外,其可以作为十六进制字符串传递,默认情况下为 *0xffffff*(白色),内部调用[page:Color.set](color)。
<p>
[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
</p>
<h2>Properties</h2>
<p>See the base [page:Material] class for common properties.</p>
<h2>属性(Properties)</h2>
<p>共有属性请参见其基类[page:Material]和[page:MeshPhongMaterial]。</p>
<h3>[property:Texture alphaMap]</h3>
<p>The alpha map is a grayscale texture that controls the opacity across the surface
(black: fully transparent; white: fully opaque). Default is null.<br /><br />
<h3>[property:Texture gradientMap]</h3>
<p> 卡通着色的渐变贴图,默认值为*null*。</p>
Only the color of the texture is used, ignoring the alpha channel if one exists.
For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
green channel when sampling this texture due to the extra bit of precision provided
for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
luminance/alpha textures will also still work as expected.
</p>
<h3>[property:Texture aoMap]</h3>
<p>The red channel of this texture is used as the ambient occlusion map. Default is null.
The aoMap requires a second set of UVs, and consequently will ignore the [page:Texture repeat]
and [page:Texture offset] Texture properties.</p>
<h3>[property:Float aoMapIntensity]</h3>
<p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
<h3>[property:Texture bumpMap]</h3>
<p>
The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
be ignored.
</p>
<h3>[property:Float bumpScale]</h3>
<p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
<h3>[property:Color color]</h3>
<p>[page:Color] of the material, by default set to white (0xffffff).</p>
<h3>[property:Texture displacementMap]</h3>
<p>
The displacement map affects the position of the mesh's vertices. Unlike other maps
which only affect the light and shade of the material the displaced vertices can cast shadows,
block other objects, and otherwise act as real geometry. The displacement texture is
an image where the value of each pixel (white being the highest) is mapped against,
and repositions, the vertices of the mesh.
</p>
<h3>[property:Float displacementScale]</h3>
<p>
How much the displacement map affects the mesh (where black is no displacement,
and white is maximum displacement). Without a displacement map set, this value is not applied.
Default is 1.
</p>
<h3>[property:Float displacementBias]</h3>
<p>
The offset of the displacement map's values on the mesh's vertices.
Without a displacement map set, this value is not applied. Default is 0.
</p>
<h3>[property:Color emissive]</h3>
<p>
Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
Default is black.
</p>
<h3>[property:Texture emissiveMap]</h3>
<p>
Set emisssive (glow) map. Default is null. The emissive map color is modulated by
the emissive color and the emissive intensity. If you have an emissive map, be sure to
set the emissive color to something other than black.
</p>
<h3>[property:Float emissiveIntensity]</h3>
<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
<h3>[property:Boolean isMeshToonMaterial]</h3>
<p> 用于检查此类或派生类是否为卡通网格材质。默认值为 *true*。<br /><br />
<p>
Used to check whether this or derived classes are [name]. Default is *true*.<br /><br />
因为其通常用在内部优化,所以不应该更改该属性值。
You should not change this, as it used internally for optimisation.
</p>
<h3>[property:Object defines]</h3>
<p>如下形式的对象:
<code>
{ 'TOON': '' };
</code>
<h3>[property:Texture gradientMap]</h3>
<p>Gradient map for toon shading. Default is *null*.</p>
<h3>[property:Texture lightMap]</h3>
<p>The light map. Default is null. The lightMap requires a second set of UVs,
and consequently will ignore the [page:Texture repeat] and [page:Texture offset]
Texture properties.</p>
<h3>[property:Float lightMapIntensity]</h3>
<p>Intensity of the baked light. Default is 1.</p>
[page:WebGLRenderer]使用它来选择shaders。
<h3>[property:Texture map]</h3>
<p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
<h3>[property:boolean morphNormals]</h3>
<p>
Defines whether the material uses morphNormals. Set as true to pass morphNormal
attributes from the [page:Geometry] to the shader. Default is *false*.
</p>
<h3>[property:Boolean morphTargets]</h3>
<p>Define whether the material uses morphTargets. Default is false.</p>
<h3>[property:Texture normalMap]</h3>
<p>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
</p>
<h3>[property:Integer normalMapType]</h3>
<p>
The type of normal map.<br /><br />
Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
</p>
<h3>[property:Vector2 normalScale]</h3>
<p>
How much the normal map affects the material. Typical ranges are 0-1.
Default is a [page:Vector2] set to (1,1).
</p>
<h3>[property:Float shininess]</h3>
<p>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is *30*.</p>
<h3>[property:Boolean skinning]</h3>
<p>Define whether the material uses skinning. Default is false.</p>
<h3>[property:Color specular]</h3>
<p>
Specular color of the material. Default is a [page:Color] set to *0x111111* (very dark grey).<br /><br />
<h2>方法(Methods)</h2>
<p>共有方法请参见其基类[page:Material]和[page:MeshPhongMaterial]。</p>
This defines how shiny the material is and the color of its shine.
</p>
<h3>[property:Texture specularMap]</h3>
<p>
The specular map value affects both how much the specular surface highlight
contributes and how much of the environment map affects the surface. Default is null.
</p>
<h3>[property:Boolean wireframe]</h3>
<p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
<h3>[property:String wireframeLinecap]</h3>
<p>
Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
</p>
<h3>[property:String wireframeLinejoin]</h3>
<p>
Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
</p>
<h3>[property:Float wireframeLinewidth]</h3>
<p>Controls wireframe thickness. Default is 1.<br /><br />
Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
always be 1 regardless of the set value.
</p>
<h2>Methods</h2>
<p>See the base [page:Material] class for common methods.</p>
<h2>源码(Source)</h2>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
......
......@@ -85,9 +85,7 @@
bumpScale: bumpScale,
color: diffuseColor,
specular: specularColor,
reflectivity: beta,
shininess: specularShininess,
envMap: alphaIndex % 2 === 0 ? null : reflectionCube
} );
var mesh = new THREE.Mesh( geometry, material );
......@@ -126,8 +124,8 @@
addLabel( "-shininess", new THREE.Vector3( - 350, 0, 0 ) );
addLabel( "+shininess", new THREE.Vector3( 350, 0, 0 ) );
addLabel( "-specular, -reflectivity", new THREE.Vector3( 0, - 300, 0 ) );
addLabel( "+specular, +reflectivity", new THREE.Vector3( 0, 300, 0 ) );
addLabel( "-specular", new THREE.Vector3( 0, - 300, 0 ) );
addLabel( "+specular", new THREE.Vector3( 0, 300, 0 ) );
addLabel( "-diffuse", new THREE.Vector3( 0, 0, - 300 ) );
addLabel( "+diffuse", new THREE.Vector3( 0, 0, 300 ) );
......
import { Color } from './../math/Color';
import { Texture } from './../textures/Texture';
import { MeshPhongMaterialParameters, MeshPhongMaterial } from './MeshPhongMaterial';
import { Vector2 } from './../math/Vector2';
import { MaterialParameters, Material } from './Material';
import { NormalMapTypes } from '../constants';
export interface MeshToonMaterialParameters extends MeshPhongMaterialParameters {
export interface MeshToonMaterialParameters extends MaterialParameters {
/** geometry color in hexadecimal. Default is 0xffffff. */
color?: Color | string | number;
specular?: Color | string | number;
shininess?: number;
opacity?: number;
gradientMap?: Texture | null;
map?: Texture | null;
lightMap?: Texture | null;
lightMapIntensity?: number;
aoMap?: Texture | null;
aoMapIntensity?: number;
emissive?: Color | string | number;
emissiveIntensity?: number;
emissiveMap?: Texture | null;
bumpMap?: Texture | null;
bumpScale?: number;
normalMap?: Texture | null;
normalMapType?: NormalMapTypes;
normalScale?: Vector2;
displacementMap?: Texture | null;
displacementScale?: number;
displacementBias?: number;
specularMap?: Texture | null;
alphaMap?: Texture | null;
wireframe?: boolean;
wireframeLinewidth?: number;
wireframeLinecap?: string;
wireframeLinejoin?: string;
skinning?: boolean;
morphTargets?: boolean;
morphNormals?: boolean;
}
export class MeshToonMaterial extends MeshPhongMaterial {
export class MeshToonMaterial extends Material {
constructor( parameters?: MeshToonMaterialParameters );
gradientMap: Texture | null;
color: Color;
specular: Color;
shininess: number;
gradientMap: Texture | null;
map: Texture | null;
lightMap: Texture | null;
lightMapIntensity: number;
aoMap: Texture | null;
aoMapIntensity: number;
emissive: Color;
emissiveIntensity: number;
emissiveMap: Texture | null;
bumpMap: Texture | null;
bumpScale: number;
normalMap: Texture | null;
normalMapType: NormalMapTypes;
normalScale: Vector2;
displacementMap: Texture | null;
displacementScale: number;
displacementBias: number;
specularMap: Texture | null;
alphaMap: Texture | null;
wireframe: boolean;
wireframeLinewidth: number;
wireframeLinecap: string;
wireframeLinejoin: string;
skinning: boolean;
morphTargets: boolean;
morphNormals: boolean;
setValues( parameters: MeshToonMaterialParameters ): void;
......
import { MeshPhongMaterial } from './MeshPhongMaterial.js';
import { TangentSpaceNormalMap } from '../constants.js';
import { Material } from './Material.js';
import { Vector2 } from '../math/Vector2.js';
import { Color } from '../math/Color.js';
/**
* @author takahirox / http://github.com/takahirox
*
* parameters = {
* gradientMap: new THREE.Texture( <Image> )
* color: <hex>,
* specular: <hex>,
* shininess: <float>,
*
* map: new THREE.Texture( <Image> ),
* gradientMap: new THREE.Texture( <Image> ),
*
* lightMap: new THREE.Texture( <Image> ),
* lightMapIntensity: <float>
*
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* emissive: <hex>,
* emissiveIntensity: <float>
* emissiveMap: new THREE.Texture( <Image> ),
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
*
* normalMap: new THREE.Texture( <Image> ),
* normalMapType: THREE.TangentSpaceNormalMap,
* normalScale: <Vector2>,
*
* displacementMap: new THREE.Texture( <Image> ),
* displacementScale: <float>,
* displacementBias: <float>,
*
* specularMap: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
function MeshToonMaterial( parameters ) {
MeshPhongMaterial.call( this );
Material.call( this );
this.defines = { 'TOON': '' };
this.type = 'MeshToonMaterial';
this.color = new Color( 0xffffff );
this.specular = new Color( 0x111111 );
this.shininess = 30;
this.map = null;
this.gradientMap = null;
this.lightMap = null;
this.lightMapIntensity = 1.0;
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new Color( 0x000000 );
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.bumpMap = null;
this.bumpScale = 1;
this.normalMap = null;
this.normalMapType = TangentSpaceNormalMap;
this.normalScale = new Vector2( 1, 1 );
this.displacementMap = null;
this.displacementScale = 1;
this.displacementBias = 0;
this.specularMap = null;
this.alphaMap = null;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.wireframeLinecap = 'round';
this.wireframeLinejoin = 'round';
this.skinning = false;
this.morphTargets = false;
this.morphNormals = false;
this.setValues( parameters );
}
MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
MeshToonMaterial.prototype = Object.create( Material.prototype );
MeshToonMaterial.prototype.constructor = MeshToonMaterial;
MeshToonMaterial.prototype.isMeshToonMaterial = true;
MeshToonMaterial.prototype.copy = function ( source ) {
MeshPhongMaterial.prototype.copy.call( this, source );
Material.prototype.copy.call( this, source );
this.color.copy( source.color );
this.specular.copy( source.specular );
this.shininess = source.shininess;
this.map = source.map;
this.gradientMap = source.gradientMap;
this.lightMap = source.lightMap;
this.lightMapIntensity = source.lightMapIntensity;
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
this.normalMap = source.normalMap;
this.normalMapType = source.normalMapType;
this.normalScale.copy( source.normalScale );
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.specularMap = source.specularMap;
this.alphaMap = source.alphaMap;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.wireframeLinecap = source.wireframeLinecap;
this.wireframeLinejoin = source.wireframeLinejoin;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.morphNormals = source.morphNormals;
return this;
};
......
......@@ -1775,6 +1775,7 @@ function WebGLRenderer( parameters ) {
if ( material.isShaderMaterial ||
material.isMeshPhongMaterial ||
material.isMeshToonMaterial ||
material.isMeshStandardMaterial ||
material.envMap ) {
......@@ -1790,6 +1791,7 @@ function WebGLRenderer( parameters ) {
}
if ( material.isMeshPhongMaterial ||
material.isMeshToonMaterial ||
material.isMeshLambertMaterial ||
material.isMeshBasicMaterial ||
material.isMeshStandardMaterial ||
......@@ -1800,6 +1802,7 @@ function WebGLRenderer( parameters ) {
}
if ( material.isMeshPhongMaterial ||
material.isMeshToonMaterial ||
material.isMeshLambertMaterial ||
material.isMeshBasicMaterial ||
material.isMeshStandardMaterial ||
......@@ -1919,19 +1922,15 @@ function WebGLRenderer( parameters ) {
refreshUniformsCommon( m_uniforms, material );
refreshUniformsLambert( m_uniforms, material );
} else if ( material.isMeshPhongMaterial ) {
} else if ( material.isMeshToonMaterial ) {
refreshUniformsCommon( m_uniforms, material );
refreshUniformsToon( m_uniforms, material );
if ( material.isMeshToonMaterial ) {
refreshUniformsToon( m_uniforms, material );
} else {
refreshUniformsPhong( m_uniforms, material );
} else if ( material.isMeshPhongMaterial ) {
}
refreshUniformsCommon( m_uniforms, material );
refreshUniformsPhong( m_uniforms, material );
} else if ( material.isMeshStandardMaterial ) {
......@@ -2355,7 +2354,8 @@ function WebGLRenderer( parameters ) {
function refreshUniformsToon( uniforms, material ) {
refreshUniformsPhong( uniforms, material );
uniforms.specular.value.copy( material.specular );
uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )
if ( material.gradientMap ) {
......@@ -2363,6 +2363,36 @@ function WebGLRenderer( parameters ) {
}
if ( material.emissiveMap ) {
uniforms.emissiveMap.value = material.emissiveMap;
}
if ( material.bumpMap ) {
uniforms.bumpMap.value = material.bumpMap;
uniforms.bumpScale.value = material.bumpScale;
if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
}
if ( material.normalMap ) {
uniforms.normalMap.value = material.normalMap;
uniforms.normalScale.value.copy( material.normalScale );
if ( material.side === BackSide ) uniforms.normalScale.value.negate();
}
if ( material.displacementMap ) {
uniforms.displacementMap.value = material.displacementMap;
uniforms.displacementScale.value = material.displacementScale;
uniforms.displacementBias.value = material.displacementBias;
}
}
function refreshUniformsStandard( uniforms, material ) {
......@@ -2555,7 +2585,7 @@ function WebGLRenderer( parameters ) {
function materialNeedsLights( material ) {
return material.isMeshLambertMaterial || material.isMeshPhongMaterial ||
return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial ||
material.isMeshStandardMaterial || material.isShadowMaterial ||
( material.isShaderMaterial && material.lights === true );
......
......@@ -39,6 +39,8 @@ import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl.js
import lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl.js';
import lights_pars_begin from './ShaderChunk/lights_pars_begin.glsl.js';
import envmap_physical_pars_fragment from './ShaderChunk/envmap_physical_pars_fragment.glsl.js';
import lights_toon_fragment from './ShaderChunk/lights_toon_fragment.glsl.js';
import lights_toon_pars_fragment from './ShaderChunk/lights_toon_pars_fragment.glsl.js';
import lights_phong_fragment from './ShaderChunk/lights_phong_fragment.glsl.js';
import lights_phong_pars_fragment from './ShaderChunk/lights_phong_pars_fragment.glsl.js';
import lights_physical_fragment from './ShaderChunk/lights_physical_fragment.glsl.js';
......@@ -110,6 +112,8 @@ import meshlambert_frag from './ShaderLib/meshlambert_frag.glsl.js';
import meshlambert_vert from './ShaderLib/meshlambert_vert.glsl.js';
import meshmatcap_frag from './ShaderLib/meshmatcap_frag.glsl.js';
import meshmatcap_vert from './ShaderLib/meshmatcap_vert.glsl.js';
import meshtoon_frag from './ShaderLib/meshtoon_frag.glsl.js';
import meshtoon_vert from './ShaderLib/meshtoon_vert.glsl.js';
import meshphong_frag from './ShaderLib/meshphong_frag.glsl.js';
import meshphong_vert from './ShaderLib/meshphong_vert.glsl.js';
import meshphysical_frag from './ShaderLib/meshphysical_frag.glsl.js';
......@@ -165,6 +169,8 @@ export var ShaderChunk = {
lightmap_pars_fragment: lightmap_pars_fragment,
lights_lambert_vertex: lights_lambert_vertex,
lights_pars_begin: lights_pars_begin,
lights_toon_fragment: lights_toon_fragment,
lights_toon_pars_fragment: lights_toon_pars_fragment,
lights_phong_fragment: lights_phong_fragment,
lights_phong_pars_fragment: lights_phong_pars_fragment,
lights_physical_fragment: lights_physical_fragment,
......@@ -236,6 +242,8 @@ export var ShaderChunk = {
meshlambert_vert: meshlambert_vert,
meshmatcap_frag: meshmatcap_frag,
meshmatcap_vert: meshmatcap_vert,
meshtoon_frag: meshtoon_frag,
meshtoon_vert: meshtoon_vert,
meshphong_frag: meshphong_frag,
meshphong_vert: meshphong_vert,
meshphysical_frag: meshphysical_frag,
......
export default /* glsl */`
#ifdef TOON
#ifdef USE_GRADIENTMAP
uniform sampler2D gradientMap;
vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
#endif
// dotNL will be from -1.0 to 1.0
float dotNL = dot( normal, lightDirection );
vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );
vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
#ifdef USE_GRADIENTMAP
// dotNL will be from -1.0 to 1.0
float dotNL = dot( normal, lightDirection );
vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );
return texture2D( gradientMap, coord ).rgb;
#ifdef USE_GRADIENTMAP
#else
return texture2D( gradientMap, coord ).rgb;
return ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );
#else
#endif
return ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );
#endif
}
}
#endif
`;
......@@ -19,16 +19,8 @@ struct BlinnPhongMaterial {
void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
#ifdef TOON
vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;
#else
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
vec3 irradiance = dotNL * directLight.color;
#endif
float dotNL = saturate( dot( geometry.normal, directLight.direction ) );
vec3 irradiance = dotNL * directLight.color;
#ifndef PHYSICALLY_CORRECT_LIGHTS
......
export default /* glsl */`
ToonMaterial material;
material.diffuseColor = diffuseColor.rgb;
material.specularColor = specular;
material.specularShininess = shininess;
material.specularStrength = specularStrength;
`;
export default /* glsl */`
varying vec3 vViewPosition;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
struct ToonMaterial {
vec3 diffuseColor;
vec3 specularColor;
float specularShininess;
float specularStrength;
};
void RE_Direct_Toon( const in IncidentLight directLight, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;
#ifndef PHYSICALLY_CORRECT_LIGHTS
irradiance *= PI; // punctual light
#endif
reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;
}
void RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in GeometricContext geometry, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {
reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );
}
#define RE_Direct RE_Direct_Toon
#define RE_IndirectDiffuse RE_IndirectDiffuse_Toon
#define Material_LightProbeLOD( material ) (0)
`;
......@@ -63,7 +63,6 @@ var ShaderLib = {
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.gradientmap,
UniformsLib.fog,
UniformsLib.lights,
{
......@@ -106,6 +105,32 @@ var ShaderLib = {
},
toon: {
uniforms: mergeUniforms( [
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.gradientmap,
UniformsLib.fog,
UniformsLib.lights,
{
emissive: { value: new Color( 0x000000 ) },
specular: { value: new Color( 0x111111 ) },
shininess: { value: 30 }
}
] ),
vertexShader: ShaderChunk.meshtoon_vert,
fragmentShader: ShaderChunk.meshtoon_frag
},
matcap: {
uniforms: mergeUniforms( [
......
......@@ -20,7 +20,6 @@ uniform float opacity;
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
......
export default /* glsl */`
#define TOON
uniform vec3 diffuse;
uniform vec3 emissive;
uniform vec3 specular;
uniform float shininess;
uniform float opacity;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <lights_toon_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 diffuseColor = vec4( diffuse, opacity );
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
// accumulation
#include <lights_toon_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
// modulation
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}
`;
export default /* glsl */`
#define TOON
varying vec3 vViewPosition;
#ifndef FLAT_SHADED
varying vec3 vNormal;
#endif
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED
vNormal = normalize( transformedNormal );
#endif
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}
`;
......@@ -23,7 +23,7 @@ function WebGLPrograms( renderer, extensions, capabilities ) {
MeshBasicMaterial: 'basic',
MeshLambertMaterial: 'lambert',
MeshPhongMaterial: 'phong',
MeshToonMaterial: 'phong',
MeshToonMaterial: 'toon',
MeshStandardMaterial: 'physical',
MeshPhysicalMaterial: 'physical',
MeshMatcapMaterial: 'matcap',
......
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