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| /** | |
| * @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> | |
| * } | |
| */ | |
| import { Material } from './Material.js'; | |
| import { cloneUniforms } from '../renderers/shaders/UniformsUtils.js'; | |
| import default_vertex from '../renderers/shaders/ShaderChunk/default_vertex.glsl.js'; | |
| import default_fragment from '../renderers/shaders/ShaderChunk/default_fragment.glsl.js'; | |
| function ShaderMaterial( parameters ) { | |
| Material.call( this ); | |
| this.type = 'ShaderMaterial'; | |
| this.defines = {}; | |
| this.uniforms = {}; | |
| this.vertexShader = default_vertex; | |
| this.fragmentShader = default_fragment; | |
| 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 = cloneUniforms( 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 && value.isTexture ) { | |
| data.uniforms[ name ] = { | |
| type: 't', | |
| value: value.toJSON( meta ).uuid | |
| }; | |
| } else if ( value && value.isColor ) { | |
| data.uniforms[ name ] = { | |
| type: 'c', | |
| value: value.getHex() | |
| }; | |
| } else if ( value && value.isVector2 ) { | |
| data.uniforms[ name ] = { | |
| type: 'v2', | |
| value: value.toArray() | |
| }; | |
| } else if ( value && value.isVector3 ) { | |
| data.uniforms[ name ] = { | |
| type: 'v3', | |
| value: value.toArray() | |
| }; | |
| } else if ( value && value.isVector4 ) { | |
| data.uniforms[ name ] = { | |
| type: 'v4', | |
| value: value.toArray() | |
| }; | |
| } else if ( value && value.isMatrix3 ) { | |
| data.uniforms[ name ] = { | |
| type: 'm3', | |
| value: value.toArray() | |
| }; | |
| } else if ( value && 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; | |
| var extensions = {}; | |
| for ( var key in this.extensions ) { | |
| if ( this.extensions[ key ] === true ) extensions[ key ] = true; | |
| } | |
| if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions; | |
| return data; | |
| }; | |
| export { ShaderMaterial }; | |