fireball/lib/materials/ShaderMaterial.js

191 lines
4.1 KiB
JavaScript
Raw Normal View History

2018-12-25 13:59:22 +00:00
import { Material } from './Material.js';
import { UniformsUtils } from '../renderers/shaders/UniformsUtils.js';
/**
* @author alteredq / http://alteredqualia.com/
*
* parameters = {
* defines: { "label" : "value" },
* uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
*
* fragmentShader: <string>,
* vertexShader: <string>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
*
* lights: <bool>,
*
* skinning: <bool>,
* morphTargets: <bool>,
* morphNormals: <bool>
* }
*/
function ShaderMaterial( parameters ) {
Material.call( this );
this.type = 'ShaderMaterial';
this.defines = {};
this.uniforms = {};
this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
this.linewidth = 1;
this.wireframe = false;
this.wireframeLinewidth = 1;
this.fog = false; // set to use scene fog
this.lights = false; // set to use scene lights
this.clipping = false; // set to use user-defined clipping planes
this.skinning = false; // set to use skinning attribute streams
this.morphTargets = false; // set to use morph targets
this.morphNormals = false; // set to use morph normals
this.extensions = {
derivatives: false, // set to use derivatives
fragDepth: false, // set to use fragment depth values
drawBuffers: false, // set to use draw buffers
shaderTextureLOD: false // set to use shader texture LOD
};
// When rendered geometry doesn't include these attributes but the material does,
// use these default values in WebGL. This avoids errors when buffer data is missing.
this.defaultAttributeValues = {
'color': [ 1, 1, 1 ],
'uv': [ 0, 0 ],
'uv2': [ 0, 0 ]
};
this.index0AttributeName = undefined;
this.uniformsNeedUpdate = false;
if ( parameters !== undefined ) {
if ( parameters.attributes !== undefined ) {
console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
}
this.setValues( parameters );
}
}
ShaderMaterial.prototype = Object.create( Material.prototype );
ShaderMaterial.prototype.constructor = ShaderMaterial;
ShaderMaterial.prototype.isShaderMaterial = true;
ShaderMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.fragmentShader = source.fragmentShader;
this.vertexShader = source.vertexShader;
this.uniforms = UniformsUtils.clone( source.uniforms );
this.defines = Object.assign( {}, source.defines );
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
this.lights = source.lights;
this.clipping = source.clipping;
this.skinning = source.skinning;
this.morphTargets = source.morphTargets;
this.morphNormals = source.morphNormals;
this.extensions = source.extensions;
return this;
};
ShaderMaterial.prototype.toJSON = function ( meta ) {
var data = Material.prototype.toJSON.call( this, meta );
data.uniforms = {};
for ( var name in this.uniforms ) {
var uniform = this.uniforms[ name ];
var value = uniform.value;
if ( value.isTexture ) {
data.uniforms[ name ] = {
type: 't',
value: value.toJSON( meta ).uuid
};
} else if ( value.isColor ) {
data.uniforms[ name ] = {
type: 'c',
value: value.getHex()
};
} else if ( value.isVector2 ) {
data.uniforms[ name ] = {
type: 'v2',
value: value.toArray()
};
} else if ( value.isVector3 ) {
data.uniforms[ name ] = {
type: 'v3',
value: value.toArray()
};
} else if ( value.isVector4 ) {
data.uniforms[ name ] = {
type: 'v4',
value: value.toArray()
};
} else if ( value.isMatrix4 ) {
data.uniforms[ name ] = {
type: 'm4',
value: value.toArray()
};
} else {
data.uniforms[ name ] = {
value: value
};
// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
}
}
if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
data.vertexShader = this.vertexShader;
data.fragmentShader = this.fragmentShader;
return data;
};
export { ShaderMaterial };