Vom Anderen PC aus hoch gespielt
This commit is contained in:
448
node_modules/three/examples/jsm/nodes/materials/Line2NodeMaterial.js
generated
vendored
Normal file
448
node_modules/three/examples/jsm/nodes/materials/Line2NodeMaterial.js
generated
vendored
Normal file
@@ -0,0 +1,448 @@
|
||||
import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
|
||||
import { temp } from '../core/VarNode.js';
|
||||
import { varying } from '../core/VaryingNode.js';
|
||||
import { property } from '../core/PropertyNode.js';
|
||||
import { attribute } from '../core/AttributeNode.js';
|
||||
import { cameraProjectionMatrix } from '../accessors/CameraNode.js';
|
||||
import { materialColor, materialLineScale, materialLineDashSize, materialLineGapSize, materialLineDashOffset, materialLineWidth } from '../accessors/MaterialNode.js';
|
||||
import { modelViewMatrix } from '../accessors/ModelNode.js';
|
||||
import { positionGeometry } from '../accessors/PositionNode.js';
|
||||
import { mix, smoothstep } from '../math/MathNode.js';
|
||||
import { tslFn, float, vec2, vec3, vec4, If } from '../shadernode/ShaderNode.js';
|
||||
import { uv } from '../accessors/UVNode.js';
|
||||
import { viewport } from '../display/ViewportNode.js';
|
||||
import { dashSize, gapSize } from '../core/PropertyNode.js';
|
||||
|
||||
import { LineDashedMaterial } from 'three';
|
||||
|
||||
const defaultValues = new LineDashedMaterial();
|
||||
|
||||
class Line2NodeMaterial extends NodeMaterial {
|
||||
|
||||
constructor( params = {} ) {
|
||||
|
||||
super();
|
||||
|
||||
this.normals = false;
|
||||
this.lights = false;
|
||||
|
||||
this.setDefaultValues( defaultValues );
|
||||
|
||||
this.useAlphaToCoverage = true;
|
||||
this.useColor = params.vertexColors;
|
||||
this.useDash = params.dashed;
|
||||
this.useWorldUnits = false;
|
||||
|
||||
this.dashOffset = 0;
|
||||
this.lineWidth = 1;
|
||||
|
||||
this.lineColorNode = null;
|
||||
|
||||
this.offsetNode = null;
|
||||
this.dashScaleNode = null;
|
||||
this.dashSizeNode = null;
|
||||
this.gapSizeNode = null;
|
||||
|
||||
this.setupShaders();
|
||||
|
||||
this.setValues( params );
|
||||
|
||||
}
|
||||
|
||||
setupShaders() {
|
||||
|
||||
const useAlphaToCoverage = this.alphaToCoverage;
|
||||
const useColor = this.useColor;
|
||||
const useDash = this.dashed;
|
||||
const useWorldUnits = this.worldUnits;
|
||||
|
||||
const trimSegment = tslFn( ( { start, end } ) => {
|
||||
|
||||
const a = cameraProjectionMatrix.element( 2 ).element( 2 ); // 3nd entry in 3th column
|
||||
const b = cameraProjectionMatrix.element( 3 ).element( 2 ); // 3nd entry in 4th column
|
||||
const nearEstimate = b.mul( -0.5 ).div( a );
|
||||
|
||||
const alpha = nearEstimate.sub( start.z ).div( end.z.sub( start.z ) );
|
||||
|
||||
return vec4( mix( start.xyz, end.xyz, alpha ), end.w );
|
||||
|
||||
} );
|
||||
|
||||
this.vertexNode = tslFn( () => {
|
||||
|
||||
varying( vec2(), 'vUv' ).assign( uv() ); // @TODO: Analyze other way to do this
|
||||
|
||||
const instanceStart = attribute( 'instanceStart' );
|
||||
const instanceEnd = attribute( 'instanceEnd' );
|
||||
|
||||
// camera space
|
||||
|
||||
const start = property( 'vec4', 'start' );
|
||||
const end = property( 'vec4', 'end' );
|
||||
|
||||
start.assign( modelViewMatrix.mul( vec4( instanceStart, 1.0 ) ) ); // force assignment into correct place in flow
|
||||
end.assign( modelViewMatrix.mul( vec4( instanceEnd, 1.0 ) ) );
|
||||
|
||||
if ( useWorldUnits ) {
|
||||
|
||||
varying( vec3(), 'worldStart' ).assign( start.xyz );
|
||||
varying( vec3(), 'worldEnd' ).assign( end.xyz );
|
||||
|
||||
}
|
||||
|
||||
const aspect = viewport.z.div( viewport.w );
|
||||
|
||||
// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
|
||||
// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
|
||||
// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
|
||||
// perhaps there is a more elegant solution -- WestLangley
|
||||
|
||||
const perspective = cameraProjectionMatrix.element( 2 ).element( 3 ).equal( -1.0 ); // 4th entry in the 3rd column
|
||||
|
||||
If( perspective, () => {
|
||||
|
||||
If( start.z.lessThan( 0.0 ).and( end.z.greaterThan( 0.0 ) ), () => {
|
||||
|
||||
end.assign( trimSegment( { start: start, end: end } ) );
|
||||
|
||||
} ).elseif( end.z.lessThan( 0.0 ).and( start.z.greaterThanEqual( 0.0 ) ), () => {
|
||||
|
||||
start.assign( trimSegment( { start: end, end: start } ) );
|
||||
|
||||
} );
|
||||
|
||||
} );
|
||||
|
||||
// clip space
|
||||
const clipStart = cameraProjectionMatrix.mul( start );
|
||||
const clipEnd = cameraProjectionMatrix.mul( end );
|
||||
|
||||
// ndc space
|
||||
const ndcStart = clipStart.xyz.div( clipStart.w );
|
||||
const ndcEnd = clipEnd.xyz.div( clipEnd.w );
|
||||
|
||||
// direction
|
||||
const dir = ndcEnd.xy.sub( ndcStart.xy ).temp();
|
||||
|
||||
// account for clip-space aspect ratio
|
||||
dir.x.assign( dir.x.mul( aspect ) );
|
||||
dir.assign( dir.normalize() );
|
||||
|
||||
const clip = temp( vec4() );
|
||||
|
||||
if ( useWorldUnits ) {
|
||||
|
||||
// get the offset direction as perpendicular to the view vector
|
||||
const worldDir = end.xyz.sub( start.xyz ).normalize();
|
||||
|
||||
const offset = positionGeometry.y.lessThan( 0.5 ).cond(
|
||||
start.xyz.cross( worldDir ).normalize(),
|
||||
end.xyz.cross( worldDir ).normalize()
|
||||
|
||||
);
|
||||
|
||||
// sign flip
|
||||
offset.assign( positionGeometry.x.lessThan( 0.0 ).cond( offset.negate(), offset ) );
|
||||
|
||||
const forwardOffset = worldDir.dot( vec3( 0.0, 0.0, 1.0 ) );
|
||||
|
||||
// don't extend the line if we're rendering dashes because we
|
||||
// won't be rendering the endcaps
|
||||
if ( ! useDash ) {
|
||||
|
||||
// extend the line bounds to encompass endcaps
|
||||
start.assign( start.sub( vec4( worldDir.mul( materialLineWidth ).mul( 0.5 ), 0 ) ) );
|
||||
end.assign( end.add( vec4( worldDir.mul( materialLineWidth ).mul( 0.5 ), 0 ) ) );
|
||||
|
||||
// shift the position of the quad so it hugs the forward edge of the line
|
||||
offset.assign( offset.sub( vec3( dir.mul( forwardOffset ), 0 ) ) );
|
||||
offset.z.assign( offset.z.add( 0.5 ) );
|
||||
|
||||
}
|
||||
|
||||
// endcaps
|
||||
|
||||
If( positionGeometry.y.greaterThan( 1.0 ).or( positionGeometry.y.lessThan( 0.0 ) ), () => {
|
||||
|
||||
offset.assign( offset.add( vec3( dir.mul( 2.0 ).mul( forwardOffset ), 0 ) ) );
|
||||
|
||||
} );
|
||||
|
||||
// adjust for linewidth
|
||||
offset.assign( offset.mul( materialLineWidth ).mul( 0.5 ) );
|
||||
|
||||
// set the world position
|
||||
|
||||
const worldPos = varying( vec4(), 'worldPos' );
|
||||
|
||||
worldPos.assign( positionGeometry.y.lessThan( 0.5 ).cond( start, end ) );
|
||||
worldPos.assign( worldPos.add( vec4( offset, 0 ) ) );
|
||||
|
||||
// project the worldpos
|
||||
clip.assign( cameraProjectionMatrix.mul( worldPos ) );
|
||||
|
||||
// shift the depth of the projected points so the line
|
||||
// segments overlap neatly
|
||||
const clipPose = temp( vec3() );
|
||||
|
||||
clipPose.assign( positionGeometry.y.lessThan( 0.5 ).cond( ndcStart, ndcEnd ) );
|
||||
clip.z.assign( clipPose.z.mul( clip.w ) );
|
||||
|
||||
} else {
|
||||
|
||||
const offset = property( 'vec2', 'offset' );
|
||||
|
||||
offset.assign( vec2( dir.y, dir.x.negate() ) );
|
||||
|
||||
// undo aspect ratio adjustment
|
||||
dir.x.assign( dir.x.div( aspect ) );
|
||||
offset.x.assign( offset.x.div( aspect ) );
|
||||
|
||||
// sign flip
|
||||
offset.assign( positionGeometry.x.lessThan( 0.0 ).cond( offset.negate(), offset ) );
|
||||
|
||||
// endcaps
|
||||
If( positionGeometry.y.lessThan( 0.0 ), () => {
|
||||
|
||||
offset.assign( offset.sub( dir ) );
|
||||
|
||||
} ).elseif( positionGeometry.y.greaterThan( 1.0 ), () => {
|
||||
|
||||
offset.assign( offset.add( dir ) );
|
||||
|
||||
} );
|
||||
|
||||
// adjust for linewidth
|
||||
offset.assign( offset.mul( materialLineWidth ) );
|
||||
|
||||
// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
|
||||
offset.assign( offset.div( viewport.w ) );
|
||||
|
||||
// select end
|
||||
clip.assign( positionGeometry.y.lessThan( 0.5 ).cond( clipStart, clipEnd ) );
|
||||
|
||||
// back to clip space
|
||||
offset.assign( offset.mul( clip.w ) );
|
||||
|
||||
clip.assign( clip.add( vec4( offset, 0, 0 ) ) );
|
||||
|
||||
}
|
||||
|
||||
return clip;
|
||||
|
||||
} )();
|
||||
|
||||
const closestLineToLine = tslFn( ( { p1, p2, p3, p4 } ) => {
|
||||
|
||||
const p13 = p1.sub( p3 );
|
||||
const p43 = p4.sub( p3 );
|
||||
|
||||
const p21 = p2.sub( p1 );
|
||||
|
||||
const d1343 = p13.dot( p43 );
|
||||
const d4321 = p43.dot( p21 );
|
||||
const d1321 = p13.dot( p21 );
|
||||
const d4343 = p43.dot( p43 );
|
||||
const d2121 = p21.dot( p21 );
|
||||
|
||||
const denom = d2121.mul( d4343 ).sub( d4321.mul( d4321 ) );
|
||||
const numer = d1343.mul( d4321 ).sub( d1321.mul( d4343 ) );
|
||||
|
||||
const mua = numer.div( denom ).clamp();
|
||||
const mub = d1343.add( d4321.mul( mua ) ).div( d4343 ).clamp();
|
||||
|
||||
return vec2( mua, mub );
|
||||
|
||||
} );
|
||||
|
||||
this.colorNode = tslFn( () => {
|
||||
|
||||
const vUv = varying( vec2(), 'vUv' );
|
||||
|
||||
if ( useDash ) {
|
||||
|
||||
const offsetNode = this.offsetNode ? float( this.offsetNodeNode ) : materialLineDashOffset;
|
||||
const dashScaleNode = this.dashScaleNode ? float( this.dashScaleNode ) : materialLineScale;
|
||||
const dashSizeNode = this.dashSizeNode ? float( this.dashSizeNode ) : materialLineDashSize;
|
||||
const gapSizeNode = this.dashSizeNode ? float( this.dashGapNode ) : materialLineGapSize;
|
||||
|
||||
dashSize.assign( dashSizeNode );
|
||||
gapSize.assign( gapSizeNode );
|
||||
|
||||
const instanceDistanceStart = attribute( 'instanceDistanceStart' );
|
||||
const instanceDistanceEnd = attribute( 'instanceDistanceEnd' );
|
||||
|
||||
const lineDistance = positionGeometry.y.lessThan( 0.5 ).cond( dashScaleNode.mul( instanceDistanceStart ), materialLineScale.mul( instanceDistanceEnd ) );
|
||||
|
||||
const vLineDistance = varying( lineDistance.add( materialLineDashOffset ) );
|
||||
const vLineDistanceOffset = offsetNode ? vLineDistance.add( offsetNode ) : vLineDistance;
|
||||
|
||||
vUv.y.lessThan( - 1.0 ).or( vUv.y.greaterThan( 1.0 ) ).discard(); // discard endcaps
|
||||
vLineDistanceOffset.mod( dashSize.add( gapSize ) ).greaterThan( dashSize ).discard(); // todo - FIX
|
||||
|
||||
}
|
||||
|
||||
// force assignment into correct place in flow
|
||||
const alpha = property( 'float', 'alpha' );
|
||||
alpha.assign( 1 );
|
||||
|
||||
if ( useWorldUnits ) {
|
||||
|
||||
const worldStart = varying( vec3(), 'worldStart' );
|
||||
const worldEnd = varying( vec3(), 'worldEnd' );
|
||||
|
||||
// Find the closest points on the view ray and the line segment
|
||||
const rayEnd = varying( vec4(), 'worldPos' ).xyz.normalize().mul( 1e5 );
|
||||
const lineDir = worldEnd.sub( worldStart );
|
||||
const params = closestLineToLine( { p1: worldStart, p2: worldEnd, p3: vec3( 0.0, 0.0, 0.0 ), p4: rayEnd } );
|
||||
|
||||
const p1 = worldStart.add( lineDir.mul( params.x ) );
|
||||
const p2 = rayEnd.mul( params.y );
|
||||
const delta = p1.sub( p2 );
|
||||
const len = delta.length();
|
||||
const norm = len.div( materialLineWidth );
|
||||
|
||||
if ( ! useDash ) {
|
||||
|
||||
if ( useAlphaToCoverage ) {
|
||||
|
||||
const dnorm = norm.fwidth();
|
||||
alpha.assign( smoothstep( dnorm.negate().add( 0.5 ), dnorm.add( 0.5 ), norm ).oneMinus() );
|
||||
|
||||
} else {
|
||||
|
||||
norm.greaterThan( 0.5 ).discard();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
// round endcaps
|
||||
|
||||
if ( useAlphaToCoverage ) {
|
||||
|
||||
const a = vUv.x;
|
||||
const b = vUv.y.greaterThan( 0.0 ).cond( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
|
||||
|
||||
const len2 = a.mul( a ).add( b.mul( b ) );
|
||||
|
||||
// force assignment out of following 'if' statement - to avoid uniform control flow errors
|
||||
const dlen = property( 'float', 'dlen' );
|
||||
dlen.assign( len2.fwidth() );
|
||||
|
||||
If( vUv.y.abs().greaterThan( 1.0 ), () => {
|
||||
|
||||
alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
|
||||
|
||||
} );
|
||||
|
||||
} else {
|
||||
|
||||
If( vUv.y.abs().greaterThan( 1.0 ), () => {
|
||||
|
||||
const a = vUv.x;
|
||||
const b = vUv.y.greaterThan( 0.0 ).cond( vUv.y.sub( 1.0 ), vUv.y.add( 1.0 ) );
|
||||
const len2 = a.mul( a ).add( b.mul( b ) );
|
||||
|
||||
len2.greaterThan( 1.0 ).discard();
|
||||
|
||||
} );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
let lineColorNode;
|
||||
|
||||
if ( this.lineColorNode ) {
|
||||
|
||||
lineColorNode = this.lineColorNode;
|
||||
|
||||
} else {
|
||||
|
||||
if ( useColor ) {
|
||||
|
||||
const instanceColorStart = attribute( 'instanceColorStart' );
|
||||
const instanceColorEnd = attribute( 'instanceColorEnd' );
|
||||
|
||||
const instanceColor = positionGeometry.y.lessThan( 0.5 ).cond( instanceColorStart, instanceColorEnd );
|
||||
|
||||
lineColorNode = instanceColor.mul( materialColor );
|
||||
|
||||
} else {
|
||||
|
||||
lineColorNode = materialColor;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return vec4( lineColorNode, alpha );
|
||||
|
||||
} )();
|
||||
|
||||
this.needsUpdate = true;
|
||||
|
||||
}
|
||||
|
||||
|
||||
get worldUnits() {
|
||||
|
||||
return this.useWorldUnits;
|
||||
|
||||
}
|
||||
|
||||
set worldUnits( value ) {
|
||||
|
||||
if ( this.useWorldUnits !== value ) {
|
||||
|
||||
this.useWorldUnits = value;
|
||||
this.setupShaders();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
get dashed() {
|
||||
|
||||
return this.useDash;
|
||||
|
||||
}
|
||||
|
||||
set dashed( value ) {
|
||||
|
||||
if ( this.useDash !== value ) {
|
||||
|
||||
this.useDash = value;
|
||||
this.setupShaders();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
get alphaToCoverage() {
|
||||
|
||||
return this.useAlphaToCoverage;
|
||||
|
||||
}
|
||||
|
||||
set alphaToCoverage( value ) {
|
||||
|
||||
if ( this.useAlphaToCoverage !== value ) {
|
||||
|
||||
this.useAlphaToCoverage = value;
|
||||
this.setupShaders();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export default Line2NodeMaterial;
|
||||
|
||||
addNodeMaterial( 'Line2NodeMaterial', Line2NodeMaterial );
|
||||
Reference in New Issue
Block a user