Buckets:
| import { clearcoat, clearcoatRoughness, sheen, sheenRoughness, iridescence, iridescenceIOR, iridescenceThickness, specularColor, specularF90, diffuseColor, metalness, roughness, anisotropy, alphaT, anisotropyT, anisotropyB, ior, transmission, thickness, attenuationDistance, attenuationColor, dispersion } from '../../nodes/core/PropertyNode.js'; | |
| import { materialClearcoat, materialClearcoatRoughness, materialClearcoatNormal, materialSheen, materialSheenRoughness, materialIridescence, materialIridescenceIOR, materialIridescenceThickness, materialSpecularIntensity, materialSpecularColor, materialAnisotropy, materialIOR, materialTransmission, materialThickness, materialAttenuationDistance, materialAttenuationColor, materialDispersion } from '../../nodes/accessors/MaterialNode.js'; | |
| import { float, vec2, vec3, If } from '../../nodes/tsl/TSLBase.js'; | |
| import getRoughness from '../../nodes/functions/material/getRoughness.js'; | |
| import { TBNViewMatrix } from '../../nodes/accessors/AccessorsUtils.js'; | |
| import PhysicalLightingModel from '../../nodes/functions/PhysicalLightingModel.js'; | |
| import MeshStandardNodeMaterial from './MeshStandardNodeMaterial.js'; | |
| import { mix, pow2, min } from '../../nodes/math/MathNode.js'; | |
| import { MeshPhysicalMaterial } from '../MeshPhysicalMaterial.js'; | |
| const _defaultValues = /*@__PURE__*/ new MeshPhysicalMaterial(); | |
| /** | |
| * Node material version of {@link MeshPhysicalMaterial}. | |
| * | |
| * @augments MeshStandardNodeMaterial | |
| */ | |
| class MeshPhysicalNodeMaterial extends MeshStandardNodeMaterial { | |
| static get type() { | |
| return 'MeshPhysicalNodeMaterial'; | |
| } | |
| /** | |
| * Constructs a new mesh physical node material. | |
| * | |
| * @param {Object} [parameters] - The configuration parameter. | |
| */ | |
| constructor( parameters ) { | |
| super(); | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| this.isMeshPhysicalNodeMaterial = true; | |
| /** | |
| * The clearcoat of physical materials is by default inferred from the `clearcoat` | |
| * and `clearcoatMap` properties. This node property allows to overwrite the default | |
| * and define the clearcoat with a node instead. | |
| * | |
| * If you don't want to overwrite the clearcoat but modify the existing | |
| * value instead, use {@link materialClearcoat}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.clearcoatNode = null; | |
| /** | |
| * The clearcoat roughness of physical materials is by default inferred from the `clearcoatRoughness` | |
| * and `clearcoatRoughnessMap` properties. This node property allows to overwrite the default | |
| * and define the clearcoat roughness with a node instead. | |
| * | |
| * If you don't want to overwrite the clearcoat roughness but modify the existing | |
| * value instead, use {@link materialClearcoatRoughness}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.clearcoatRoughnessNode = null; | |
| /** | |
| * The clearcoat normal of physical materials is by default inferred from the `clearcoatNormalMap` | |
| * property. This node property allows to overwrite the default | |
| * and define the clearcoat normal with a node instead. | |
| * | |
| * If you don't want to overwrite the clearcoat normal but modify the existing | |
| * value instead, use {@link materialClearcoatNormal}. | |
| * | |
| * @type {?Node<vec3>} | |
| * @default null | |
| */ | |
| this.clearcoatNormalNode = null; | |
| /** | |
| * The sheen of physical materials is by default inferred from the `sheen`, `sheenColor` | |
| * and `sheenColorMap` properties. This node property allows to overwrite the default | |
| * and define the sheen with a node instead. | |
| * | |
| * If you don't want to overwrite the sheen but modify the existing | |
| * value instead, use {@link materialSheen}. | |
| * | |
| * @type {?Node<vec3>} | |
| * @default null | |
| */ | |
| this.sheenNode = null; | |
| /** | |
| * The sheen roughness of physical materials is by default inferred from the `sheenRoughness` and | |
| * `sheenRoughnessMap` properties. This node property allows to overwrite the default | |
| * and define the sheen roughness with a node instead. | |
| * | |
| * If you don't want to overwrite the sheen roughness but modify the existing | |
| * value instead, use {@link materialSheenRoughness}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.sheenRoughnessNode = null; | |
| /** | |
| * The iridescence of physical materials is by default inferred from the `iridescence` | |
| * property. This node property allows to overwrite the default | |
| * and define the iridescence with a node instead. | |
| * | |
| * If you don't want to overwrite the iridescence but modify the existing | |
| * value instead, use {@link materialIridescence}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.iridescenceNode = null; | |
| /** | |
| * The iridescence IOR of physical materials is by default inferred from the `iridescenceIOR` | |
| * property. This node property allows to overwrite the default | |
| * and define the iridescence IOR with a node instead. | |
| * | |
| * If you don't want to overwrite the iridescence IOR but modify the existing | |
| * value instead, use {@link materialIridescenceIOR}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.iridescenceIORNode = null; | |
| /** | |
| * The iridescence thickness of physical materials is by default inferred from the `iridescenceThicknessRange` | |
| * and `iridescenceThicknessMap` properties. This node property allows to overwrite the default | |
| * and define the iridescence thickness with a node instead. | |
| * | |
| * If you don't want to overwrite the iridescence thickness but modify the existing | |
| * value instead, use {@link materialIridescenceThickness}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.iridescenceThicknessNode = null; | |
| /** | |
| * The specular intensity of physical materials is by default inferred from the `specularIntensity` | |
| * and `specularIntensityMap` properties. This node property allows to overwrite the default | |
| * and define the specular intensity with a node instead. | |
| * | |
| * If you don't want to overwrite the specular intensity but modify the existing | |
| * value instead, use {@link materialSpecularIntensity}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.specularIntensityNode = null; | |
| /** | |
| * The specular color of physical materials is by default inferred from the `specularColor` | |
| * and `specularColorMap` properties. This node property allows to overwrite the default | |
| * and define the specular color with a node instead. | |
| * | |
| * If you don't want to overwrite the specular color but modify the existing | |
| * value instead, use {@link materialSpecularColor}. | |
| * | |
| * @type {?Node<vec3>} | |
| * @default null | |
| */ | |
| this.specularColorNode = null; | |
| /** | |
| * The ior of physical materials is by default inferred from the `ior` | |
| * property. This node property allows to overwrite the default | |
| * and define the ior with a node instead. | |
| * | |
| * If you don't want to overwrite the ior but modify the existing | |
| * value instead, use {@link materialIOR}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.iorNode = null; | |
| /** | |
| * The transmission of physical materials is by default inferred from the `transmission` and | |
| * `transmissionMap` properties. This node property allows to overwrite the default | |
| * and define the transmission with a node instead. | |
| * | |
| * If you don't want to overwrite the transmission but modify the existing | |
| * value instead, use {@link materialTransmission}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.transmissionNode = null; | |
| /** | |
| * The thickness of physical materials is by default inferred from the `thickness` and | |
| * `thicknessMap` properties. This node property allows to overwrite the default | |
| * and define the thickness with a node instead. | |
| * | |
| * If you don't want to overwrite the thickness but modify the existing | |
| * value instead, use {@link materialThickness}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.thicknessNode = null; | |
| /** | |
| * The attenuation distance of physical materials is by default inferred from the | |
| * `attenuationDistance` property. This node property allows to overwrite the default | |
| * and define the attenuation distance with a node instead. | |
| * | |
| * If you don't want to overwrite the attenuation distance but modify the existing | |
| * value instead, use {@link materialAttenuationDistance}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.attenuationDistanceNode = null; | |
| /** | |
| * The attenuation color of physical materials is by default inferred from the | |
| * `attenuationColor` property. This node property allows to overwrite the default | |
| * and define the attenuation color with a node instead. | |
| * | |
| * If you don't want to overwrite the attenuation color but modify the existing | |
| * value instead, use {@link materialAttenuationColor}. | |
| * | |
| * @type {?Node<vec3>} | |
| * @default null | |
| */ | |
| this.attenuationColorNode = null; | |
| /** | |
| * The dispersion of physical materials is by default inferred from the | |
| * `dispersion` property. This node property allows to overwrite the default | |
| * and define the dispersion with a node instead. | |
| * | |
| * If you don't want to overwrite the dispersion but modify the existing | |
| * value instead, use {@link materialDispersion}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.dispersionNode = null; | |
| /** | |
| * The anisotropy of physical materials is by default inferred from the | |
| * `anisotropy` property. This node property allows to overwrite the default | |
| * and define the anisotropy with a node instead. | |
| * | |
| * If you don't want to overwrite the anisotropy but modify the existing | |
| * value instead, use {@link materialAnisotropy}. | |
| * | |
| * @type {?Node<float>} | |
| * @default null | |
| */ | |
| this.anisotropyNode = null; | |
| this.setDefaultValues( _defaultValues ); | |
| this.setValues( parameters ); | |
| } | |
| /** | |
| * Whether the lighting model should use clearcoat or not. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| get useClearcoat() { | |
| return this.clearcoat > 0 || this.clearcoatNode !== null; | |
| } | |
| /** | |
| * Whether the lighting model should use iridescence or not. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| get useIridescence() { | |
| return this.iridescence > 0 || this.iridescenceNode !== null; | |
| } | |
| /** | |
| * Whether the lighting model should use sheen or not. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| get useSheen() { | |
| return this.sheen > 0 || this.sheenNode !== null; | |
| } | |
| /** | |
| * Whether the lighting model should use anisotropy or not. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| get useAnisotropy() { | |
| return this.anisotropy > 0 || this.anisotropyNode !== null; | |
| } | |
| /** | |
| * Whether the lighting model should use transmission or not. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| get useTransmission() { | |
| return this.transmission > 0 || this.transmissionNode !== null; | |
| } | |
| /** | |
| * Whether the lighting model should use dispersion or not. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| get useDispersion() { | |
| return this.dispersion > 0 || this.dispersionNode !== null; | |
| } | |
| /** | |
| * Setups the specular related node variables. | |
| */ | |
| setupSpecular() { | |
| const iorNode = this.iorNode ? float( this.iorNode ) : materialIOR; | |
| ior.assign( iorNode ); | |
| specularColor.assign( mix( min( pow2( ior.sub( 1.0 ).div( ior.add( 1.0 ) ) ).mul( materialSpecularColor ), vec3( 1.0 ) ).mul( materialSpecularIntensity ), diffuseColor.rgb, metalness ) ); | |
| specularF90.assign( mix( materialSpecularIntensity, 1.0, metalness ) ); | |
| } | |
| /** | |
| * Setups the lighting model. | |
| * | |
| * @return {PhysicalLightingModel} The lighting model. | |
| */ | |
| setupLightingModel( /*builder*/ ) { | |
| return new PhysicalLightingModel( this.useClearcoat, this.useSheen, this.useIridescence, this.useAnisotropy, this.useTransmission, this.useDispersion ); | |
| } | |
| /** | |
| * Setups the physical specific node variables. | |
| * | |
| * @param {NodeBuilder} builder - The current node builder. | |
| */ | |
| setupVariants( builder ) { | |
| super.setupVariants( builder ); | |
| // CLEARCOAT | |
| if ( this.useClearcoat ) { | |
| const clearcoatNode = this.clearcoatNode ? float( this.clearcoatNode ) : materialClearcoat; | |
| const clearcoatRoughnessNode = this.clearcoatRoughnessNode ? float( this.clearcoatRoughnessNode ) : materialClearcoatRoughness; | |
| clearcoat.assign( clearcoatNode ); | |
| clearcoatRoughness.assign( getRoughness( { roughness: clearcoatRoughnessNode } ) ); | |
| } | |
| // SHEEN | |
| if ( this.useSheen ) { | |
| const sheenNode = this.sheenNode ? vec3( this.sheenNode ) : materialSheen; | |
| const sheenRoughnessNode = this.sheenRoughnessNode ? float( this.sheenRoughnessNode ) : materialSheenRoughness; | |
| sheen.assign( sheenNode ); | |
| sheenRoughness.assign( sheenRoughnessNode ); | |
| } | |
| // IRIDESCENCE | |
| if ( this.useIridescence ) { | |
| const iridescenceNode = this.iridescenceNode ? float( this.iridescenceNode ) : materialIridescence; | |
| const iridescenceIORNode = this.iridescenceIORNode ? float( this.iridescenceIORNode ) : materialIridescenceIOR; | |
| const iridescenceThicknessNode = this.iridescenceThicknessNode ? float( this.iridescenceThicknessNode ) : materialIridescenceThickness; | |
| iridescence.assign( iridescenceNode ); | |
| iridescenceIOR.assign( iridescenceIORNode ); | |
| iridescenceThickness.assign( iridescenceThicknessNode ); | |
| } | |
| // ANISOTROPY | |
| if ( this.useAnisotropy ) { | |
| const anisotropyV = ( this.anisotropyNode ? vec2( this.anisotropyNode ) : materialAnisotropy ).toVar(); | |
| anisotropy.assign( anisotropyV.length() ); | |
| If( anisotropy.equal( 0.0 ), () => { | |
| anisotropyV.assign( vec2( 1.0, 0.0 ) ); | |
| } ).Else( () => { | |
| anisotropyV.divAssign( vec2( anisotropy ) ); | |
| anisotropy.assign( anisotropy.saturate() ); | |
| } ); | |
| // Roughness along the anisotropy bitangent is the material roughness, while the tangent roughness increases with anisotropy. | |
| alphaT.assign( anisotropy.pow2().mix( roughness.pow2(), 1.0 ) ); | |
| anisotropyT.assign( TBNViewMatrix[ 0 ].mul( anisotropyV.x ).add( TBNViewMatrix[ 1 ].mul( anisotropyV.y ) ) ); | |
| anisotropyB.assign( TBNViewMatrix[ 1 ].mul( anisotropyV.x ).sub( TBNViewMatrix[ 0 ].mul( anisotropyV.y ) ) ); | |
| } | |
| // TRANSMISSION | |
| if ( this.useTransmission ) { | |
| const transmissionNode = this.transmissionNode ? float( this.transmissionNode ) : materialTransmission; | |
| const thicknessNode = this.thicknessNode ? float( this.thicknessNode ) : materialThickness; | |
| const attenuationDistanceNode = this.attenuationDistanceNode ? float( this.attenuationDistanceNode ) : materialAttenuationDistance; | |
| const attenuationColorNode = this.attenuationColorNode ? vec3( this.attenuationColorNode ) : materialAttenuationColor; | |
| transmission.assign( transmissionNode ); | |
| thickness.assign( thicknessNode ); | |
| attenuationDistance.assign( attenuationDistanceNode ); | |
| attenuationColor.assign( attenuationColorNode ); | |
| if ( this.useDispersion ) { | |
| const dispersionNode = this.dispersionNode ? float( this.dispersionNode ) : materialDispersion; | |
| dispersion.assign( dispersionNode ); | |
| } | |
| } | |
| } | |
| /** | |
| * Setups the clearcoat normal node. | |
| * | |
| * @return {Node<vec3>} The clearcoat normal. | |
| */ | |
| setupClearcoatNormal() { | |
| return this.clearcoatNormalNode ? vec3( this.clearcoatNormalNode ) : materialClearcoatNormal; | |
| } | |
| setup( builder ) { | |
| builder.context.setupClearcoatNormal = () => this.setupClearcoatNormal( builder ); | |
| super.setup( builder ); | |
| } | |
| copy( source ) { | |
| this.clearcoatNode = source.clearcoatNode; | |
| this.clearcoatRoughnessNode = source.clearcoatRoughnessNode; | |
| this.clearcoatNormalNode = source.clearcoatNormalNode; | |
| this.sheenNode = source.sheenNode; | |
| this.sheenRoughnessNode = source.sheenRoughnessNode; | |
| this.iridescenceNode = source.iridescenceNode; | |
| this.iridescenceIORNode = source.iridescenceIORNode; | |
| this.iridescenceThicknessNode = source.iridescenceThicknessNode; | |
| this.specularIntensityNode = source.specularIntensityNode; | |
| this.specularColorNode = source.specularColorNode; | |
| this.transmissionNode = source.transmissionNode; | |
| this.thicknessNode = source.thicknessNode; | |
| this.attenuationDistanceNode = source.attenuationDistanceNode; | |
| this.attenuationColorNode = source.attenuationColorNode; | |
| this.dispersionNode = source.dispersionNode; | |
| this.anisotropyNode = source.anisotropyNode; | |
| return super.copy( source ); | |
| } | |
| } | |
| export default MeshPhysicalNodeMaterial; | |
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