import NodeMaterial from './NodeMaterial.js'; import { float, vec3, vec4, assign, label, mul, invert, mix, normalView, materialRoughness, materialMetalness } from '../shadernode/ShaderNodeElements.js'; import { getRoughness } from '../functions/PhysicalMaterialFunctions.js'; import { MeshStandardMaterial } from 'three'; const defaultValues = new MeshStandardMaterial(); export default class MeshStandardNodeMaterial extends NodeMaterial { constructor( parameters ) { super(); this.colorNode = null; this.opacityNode = null; this.alphaTestNode = null; this.normalNode = null; this.emissiveNode = null; this.metalnessNode = null; this.roughnessNode = null; this.clearcoatNode = null; this.clearcoatRoughnessNode = null; this.envNode = null; this.lightNode = null; this.positionNode = null; this.setDefaultValues( defaultValues ); this.setValues( parameters ); } build( builder ) { const lightNode = this.lightNode || builder.lightNode; // use scene lights let { colorNode, diffuseColorNode } = this.generateMain( builder ); diffuseColorNode = this.generateStandardMaterial( builder, { colorNode, diffuseColorNode } ); this.generateLight( builder, diffuseColorNode, lightNode ); } generateStandardMaterial( builder, { colorNode, diffuseColorNode } ) { // METALNESS let metalnessNode = this.metalnessNode ? float( this.metalnessNode ) : materialMetalness; metalnessNode = builder.addFlow( 'fragment', label( metalnessNode, 'Metalness' ) ); builder.addFlow( 'fragment', assign( diffuseColorNode, vec4( mul( diffuseColorNode.rgb, invert( metalnessNode ) ), diffuseColorNode.a ) ) ); // ROUGHNESS let roughnessNode = this.roughnessNode ? float( this.roughnessNode ) : materialRoughness; roughnessNode = getRoughness( { roughness: roughnessNode } ); builder.addFlow( 'fragment', label( roughnessNode, 'Roughness' ) ); // SPECULAR COLOR const specularColorNode = mix( vec3( 0.04 ), colorNode.rgb, metalnessNode ); builder.addFlow( 'fragment', label( specularColorNode, 'SpecularColor' ) ); // NORMAL VIEW const normalNode = this.normalNode ? vec3( this.normalNode ) : normalView; builder.addFlow( 'fragment', label( normalNode, 'TransformedNormalView' ) ); return diffuseColorNode; } copy( source ) { this.colorNode = source.colorNode; this.opacityNode = source.opacityNode; this.alphaTestNode = source.alphaTestNode; this.normalNode = source.normalNode; this.emissiveNode = source.emissiveNode; this.metalnessNode = source.metalnessNode; this.roughnessNode = source.roughnessNode; this.clearcoatNode = source.clearcoatNode; this.clearcoatRoughnessNode = source.clearcoatRoughnessNode; this.envNode = source.envNode; this.lightNode = source.lightNode; this.positionNode = source.positionNode; return super.copy( source ); } } MeshStandardNodeMaterial.prototype.isMeshStandardNodeMaterial = true;