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