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/** | |
* MeshGouraudMaterial | |
* | |
* Lambert illumination model with Gouraud (per-vertex) shading | |
* | |
*/ | |
import { UniformsUtils, UniformsLib, ShaderMaterial, Color, MultiplyOperation } from 'three'; | |
const GouraudShader = { | |
name: 'GouraudShader', | |
uniforms: UniformsUtils.merge( [ | |
UniformsLib.common, | |
UniformsLib.specularmap, | |
UniformsLib.envmap, | |
UniformsLib.aomap, | |
UniformsLib.lightmap, | |
UniformsLib.emissivemap, | |
UniformsLib.fog, | |
UniformsLib.lights, | |
{ | |
emissive: { value: new Color( 0x000000 ) } | |
} | |
] ), | |
vertexShader: /* glsl */` | |
#define GOURAUD | |
varying vec3 vLightFront; | |
varying vec3 vIndirectFront; | |
#ifdef DOUBLE_SIDED | |
varying vec3 vLightBack; | |
varying vec3 vIndirectBack; | |
#endif | |
#include <common> | |
#include <uv_pars_vertex> | |
#include <envmap_pars_vertex> | |
#include <bsdfs> | |
#include <lights_pars_begin> | |
#include <color_pars_vertex> | |
#include <fog_pars_vertex> | |
#include <morphtarget_pars_vertex> | |
#include <skinning_pars_vertex> | |
#include <shadowmap_pars_vertex> | |
#include <logdepthbuf_pars_vertex> | |
#include <clipping_planes_pars_vertex> | |
void main() { | |
#include <uv_vertex> | |
#include <color_vertex> | |
#include <morphcolor_vertex> | |
#include <beginnormal_vertex> | |
#include <morphnormal_vertex> | |
#include <skinbase_vertex> | |
#include <skinnormal_vertex> | |
#include <defaultnormal_vertex> | |
#include <begin_vertex> | |
#include <morphtarget_vertex> | |
#include <skinning_vertex> | |
#include <project_vertex> | |
#include <logdepthbuf_vertex> | |
#include <clipping_planes_vertex> | |
#include <worldpos_vertex> | |
#include <envmap_vertex> | |
// inlining legacy <lights_lambert_vertex> | |
vec3 diffuse = vec3( 1.0 ); | |
vec3 geometryPosition = mvPosition.xyz; | |
vec3 geometryNormal = normalize( transformedNormal ); | |
vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz ); | |
vec3 backGeometryNormal = - geometryNormal; | |
vLightFront = vec3( 0.0 ); | |
vIndirectFront = vec3( 0.0 ); | |
#ifdef DOUBLE_SIDED | |
vLightBack = vec3( 0.0 ); | |
vIndirectBack = vec3( 0.0 ); | |
#endif | |
IncidentLight directLight; | |
float dotNL; | |
vec3 directLightColor_Diffuse; | |
vIndirectFront += getAmbientLightIrradiance( ambientLightColor ); | |
#if defined( USE_LIGHT_PROBES ) | |
vIndirectFront += getLightProbeIrradiance( lightProbe, geometryNormal ); | |
#endif | |
#ifdef DOUBLE_SIDED | |
vIndirectBack += getAmbientLightIrradiance( ambientLightColor ); | |
#if defined( USE_LIGHT_PROBES ) | |
vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometryNormal ); | |
#endif | |
#endif | |
#if NUM_POINT_LIGHTS > 0 | |
#pragma unroll_loop_start | |
for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { | |
getPointLightInfo( pointLights[ i ], geometryPosition, directLight ); | |
dotNL = dot( geometryNormal, directLight.direction ); | |
directLightColor_Diffuse = directLight.color; | |
vLightFront += saturate( dotNL ) * directLightColor_Diffuse; | |
#ifdef DOUBLE_SIDED | |
vLightBack += saturate( - dotNL ) * directLightColor_Diffuse; | |
#endif | |
} | |
#pragma unroll_loop_end | |
#endif | |
#if NUM_SPOT_LIGHTS > 0 | |
#pragma unroll_loop_start | |
for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { | |
getSpotLightInfo( spotLights[ i ], geometryPosition, directLight ); | |
dotNL = dot( geometryNormal, directLight.direction ); | |
directLightColor_Diffuse = directLight.color; | |
vLightFront += saturate( dotNL ) * directLightColor_Diffuse; | |
#ifdef DOUBLE_SIDED | |
vLightBack += saturate( - dotNL ) * directLightColor_Diffuse; | |
#endif | |
} | |
#pragma unroll_loop_end | |
#endif | |
#if NUM_DIR_LIGHTS > 0 | |
#pragma unroll_loop_start | |
for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { | |
getDirectionalLightInfo( directionalLights[ i ], directLight ); | |
dotNL = dot( geometryNormal, directLight.direction ); | |
directLightColor_Diffuse = directLight.color; | |
vLightFront += saturate( dotNL ) * directLightColor_Diffuse; | |
#ifdef DOUBLE_SIDED | |
vLightBack += saturate( - dotNL ) * directLightColor_Diffuse; | |
#endif | |
} | |
#pragma unroll_loop_end | |
#endif | |
#if NUM_HEMI_LIGHTS > 0 | |
#pragma unroll_loop_start | |
for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { | |
vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal ); | |
#ifdef DOUBLE_SIDED | |
vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometryNormal ); | |
#endif | |
} | |
#pragma unroll_loop_end | |
#endif | |
#include <shadowmap_vertex> | |
#include <fog_vertex> | |
}`, | |
fragmentShader: /* glsl */` | |
#define GOURAUD | |
uniform vec3 diffuse; | |
uniform vec3 emissive; | |
uniform float opacity; | |
varying vec3 vLightFront; | |
varying vec3 vIndirectFront; | |
#ifdef DOUBLE_SIDED | |
varying vec3 vLightBack; | |
varying vec3 vIndirectBack; | |
#endif | |
#include <common> | |
#include <packing> | |
#include <dithering_pars_fragment> | |
#include <color_pars_fragment> | |
#include <uv_pars_fragment> | |
#include <map_pars_fragment> | |
#include <alphamap_pars_fragment> | |
#include <alphatest_pars_fragment> | |
#include <aomap_pars_fragment> | |
#include <lightmap_pars_fragment> | |
#include <emissivemap_pars_fragment> | |
#include <envmap_common_pars_fragment> | |
#include <envmap_pars_fragment> | |
#include <bsdfs> | |
#include <lights_pars_begin> | |
#include <fog_pars_fragment> | |
#include <shadowmap_pars_fragment> | |
#include <shadowmask_pars_fragment> | |
#include <specularmap_pars_fragment> | |
#include <logdepthbuf_pars_fragment> | |
#include <clipping_planes_pars_fragment> | |
void main() { | |
#include <clipping_planes_fragment> | |
vec4 diffuseColor = vec4( diffuse, opacity ); | |
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); | |
vec3 totalEmissiveRadiance = emissive; | |
#include <logdepthbuf_fragment> | |
#include <map_fragment> | |
#include <color_fragment> | |
#include <alphamap_fragment> | |
#include <alphatest_fragment> | |
#include <specularmap_fragment> | |
#include <emissivemap_fragment> | |
// accumulation | |
#ifdef DOUBLE_SIDED | |
reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack; | |
#else | |
reflectedLight.indirectDiffuse += vIndirectFront; | |
#endif | |
#ifdef USE_LIGHTMAP | |
vec4 lightMapTexel = texture2D( lightMap, vLightMapUv ); | |
vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity; | |
reflectedLight.indirectDiffuse += lightMapIrradiance; | |
#endif | |
reflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb ); | |
#ifdef DOUBLE_SIDED | |
reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack; | |
#else | |
reflectedLight.directDiffuse = vLightFront; | |
#endif | |
reflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask(); | |
// modulation | |
#include <aomap_fragment> | |
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; | |
#include <envmap_fragment> | |
#include <opaque_fragment> | |
#include <tonemapping_fragment> | |
#include <colorspace_fragment> | |
#include <fog_fragment> | |
#include <premultiplied_alpha_fragment> | |
#include <dithering_fragment> | |
}` | |
}; | |
// | |
class MeshGouraudMaterial extends ShaderMaterial { | |
constructor( parameters ) { | |
super(); | |
console.warn( 'THREE.MeshGouraudMaterial: MeshGouraudMaterial has been deprecated and will be removed with r183. Use THREE.MeshLambertMaterial instead.' ); // @deprecated r173 | |
this.isMeshGouraudMaterial = true; | |
this.type = 'MeshGouraudMaterial'; | |
//this.color = new THREE.Color( 0xffffff ); // diffuse | |
//this.map = null; | |
//this.lightMap = null; | |
//this.lightMapIntensity = 1.0; | |
//this.aoMap = null; | |
//this.aoMapIntensity = 1.0; | |
//this.emissive = new THREE.Color( 0x000000 ); | |
//this.emissiveIntensity = 1.0; | |
//this.emissiveMap = null; | |
//this.specularMap = null; | |
//this.alphaMap = null; | |
//this.envMap = null; | |
this.combine = MultiplyOperation; // combine has no uniform | |
//this.reflectivity = 1; | |
//this.refractionRatio = 0.98; | |
this.fog = false; // set to use scene fog | |
this.lights = true; // set to use scene lights | |
this.clipping = false; // set to use user-defined clipping planes | |
const shader = GouraudShader; | |
this.defines = Object.assign( {}, shader.defines ); | |
this.uniforms = UniformsUtils.clone( shader.uniforms ); | |
this.vertexShader = shader.vertexShader; | |
this.fragmentShader = shader.fragmentShader; | |
const exposePropertyNames = [ | |
'map', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity', | |
'emissive', 'emissiveIntensity', 'emissiveMap', 'specularMap', 'alphaMap', | |
'envMap', 'reflectivity', 'refractionRatio', 'opacity', 'diffuse' | |
]; | |
for ( const propertyName of exposePropertyNames ) { | |
Object.defineProperty( this, propertyName, { | |
get: function () { | |
return this.uniforms[ propertyName ].value; | |
}, | |
set: function ( value ) { | |
this.uniforms[ propertyName ].value = value; | |
} | |
} ); | |
} | |
Object.defineProperty( this, 'color', Object.getOwnPropertyDescriptor( this, 'diffuse' ) ); | |
this.setValues( parameters ); | |
} | |
copy( source ) { | |
super.copy( source ); | |
this.color.copy( source.color ); | |
this.map = source.map; | |
this.lightMap = source.lightMap; | |
this.lightMapIntensity = source.lightMapIntensity; | |
this.aoMap = source.aoMap; | |
this.aoMapIntensity = source.aoMapIntensity; | |
this.emissive.copy( source.emissive ); | |
this.emissiveMap = source.emissiveMap; | |
this.emissiveIntensity = source.emissiveIntensity; | |
this.specularMap = source.specularMap; | |
this.alphaMap = source.alphaMap; | |
this.envMap = source.envMap; | |
this.combine = source.combine; | |
this.reflectivity = source.reflectivity; | |
this.refractionRatio = source.refractionRatio; | |
this.wireframe = source.wireframe; | |
this.wireframeLinewidth = source.wireframeLinewidth; | |
this.wireframeLinecap = source.wireframeLinecap; | |
this.wireframeLinejoin = source.wireframeLinejoin; | |
this.fog = source.fog; | |
return this; | |
} | |
} | |
export { MeshGouraudMaterial }; | |