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188 lines
3.9 KiB
JavaScript
188 lines
3.9 KiB
JavaScript
2 years ago
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import { Material } from './Material.js';
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import { cloneUniforms, cloneUniformsGroups } from '../renderers/shaders/UniformsUtils.js';
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import default_vertex from '../renderers/shaders/ShaderChunk/default_vertex.glsl.js';
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import default_fragment from '../renderers/shaders/ShaderChunk/default_fragment.glsl.js';
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class ShaderMaterial extends Material {
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constructor( parameters ) {
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super();
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this.isShaderMaterial = true;
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this.type = 'ShaderMaterial';
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this.defines = {};
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this.uniforms = {};
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this.uniformsGroups = [];
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this.vertexShader = default_vertex;
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this.fragmentShader = default_fragment;
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this.linewidth = 1;
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this.wireframe = false;
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this.wireframeLinewidth = 1;
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this.fog = false; // set to use scene fog
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this.lights = false; // set to use scene lights
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this.clipping = false; // set to use user-defined clipping planes
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this.forceSinglePass = true;
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this.extensions = {
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derivatives: false, // set to use derivatives
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fragDepth: false, // set to use fragment depth values
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drawBuffers: false, // set to use draw buffers
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shaderTextureLOD: false // set to use shader texture LOD
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};
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// When rendered geometry doesn't include these attributes but the material does,
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// use these default values in WebGL. This avoids errors when buffer data is missing.
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this.defaultAttributeValues = {
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'color': [ 1, 1, 1 ],
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'uv': [ 0, 0 ],
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'uv1': [ 0, 0 ]
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};
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this.index0AttributeName = undefined;
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this.uniformsNeedUpdate = false;
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this.glslVersion = null;
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if ( parameters !== undefined ) {
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this.setValues( parameters );
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}
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}
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copy( source ) {
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super.copy( source );
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this.fragmentShader = source.fragmentShader;
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this.vertexShader = source.vertexShader;
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this.uniforms = cloneUniforms( source.uniforms );
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this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups );
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this.defines = Object.assign( {}, source.defines );
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this.wireframe = source.wireframe;
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this.wireframeLinewidth = source.wireframeLinewidth;
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this.fog = source.fog;
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this.lights = source.lights;
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this.clipping = source.clipping;
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this.extensions = Object.assign( {}, source.extensions );
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this.glslVersion = source.glslVersion;
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return this;
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}
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toJSON( meta ) {
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const data = super.toJSON( meta );
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data.glslVersion = this.glslVersion;
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data.uniforms = {};
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for ( const name in this.uniforms ) {
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const uniform = this.uniforms[ name ];
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const value = uniform.value;
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if ( value && value.isTexture ) {
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data.uniforms[ name ] = {
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type: 't',
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value: value.toJSON( meta ).uuid
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};
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} else if ( value && value.isColor ) {
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data.uniforms[ name ] = {
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type: 'c',
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value: value.getHex()
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};
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} else if ( value && value.isVector2 ) {
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data.uniforms[ name ] = {
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type: 'v2',
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value: value.toArray()
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};
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} else if ( value && value.isVector3 ) {
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data.uniforms[ name ] = {
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type: 'v3',
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value: value.toArray()
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};
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} else if ( value && value.isVector4 ) {
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data.uniforms[ name ] = {
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type: 'v4',
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value: value.toArray()
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};
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} else if ( value && value.isMatrix3 ) {
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data.uniforms[ name ] = {
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type: 'm3',
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value: value.toArray()
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};
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} else if ( value && value.isMatrix4 ) {
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data.uniforms[ name ] = {
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type: 'm4',
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value: value.toArray()
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};
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} else {
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data.uniforms[ name ] = {
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value: value
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};
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// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
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}
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}
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if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
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data.vertexShader = this.vertexShader;
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data.fragmentShader = this.fragmentShader;
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data.lights = this.lights;
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data.clipping = this.clipping;
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const extensions = {};
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for ( const key in this.extensions ) {
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if ( this.extensions[ key ] === true ) extensions[ key ] = true;
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}
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if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
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return data;
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}
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}
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export { ShaderMaterial };
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