Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /materials /MeshGouraudMaterial.js
| /** | |
| * 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 | |
| #include <lightmap_fragment> | |
| 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(); | |
| 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 }; | |
Xet Storage Details
- Size:
- 9.74 kB
- Xet hash:
- c39e76881dde31d0462860d82000d6e3c3007dbbb4317a925bdc5ef3c631de79
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.