179 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			179 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								/**
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								 * `PackedPhongMaterial` inherited from THREE.MeshPhongMaterial
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								 *
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								 * @param {Object} parameters
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								 */
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								import {
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									MeshPhongMaterial,
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									ShaderChunk,
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									ShaderLib,
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									UniformsUtils,
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								} from 'three';
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								class PackedPhongMaterial extends MeshPhongMaterial {
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									constructor( parameters ) {
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										super();
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										this.defines = {};
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										this.type = 'PackedPhongMaterial';
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										this.uniforms = UniformsUtils.merge( [
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											ShaderLib.phong.uniforms,
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											{
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												quantizeMatPos: { value: null },
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												quantizeMatUV: { value: null }
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											}
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										] );
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										this.vertexShader = [
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											'#define PHONG',
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											'varying vec3 vViewPosition;',
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											ShaderChunk.common,
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											ShaderChunk.uv_pars_vertex,
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											ShaderChunk.displacementmap_pars_vertex,
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											ShaderChunk.envmap_pars_vertex,
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											ShaderChunk.color_pars_vertex,
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											ShaderChunk.fog_pars_vertex,
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											ShaderChunk.normal_pars_vertex,
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											ShaderChunk.morphtarget_pars_vertex,
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											ShaderChunk.skinning_pars_vertex,
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											ShaderChunk.shadowmap_pars_vertex,
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											ShaderChunk.logdepthbuf_pars_vertex,
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											ShaderChunk.clipping_planes_pars_vertex,
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											`#ifdef USE_PACKED_NORMAL
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													#if USE_PACKED_NORMAL == 0
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														vec3 decodeNormal(vec3 packedNormal)
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														{
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															float x = packedNormal.x * 2.0 - 1.0;
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															float y = packedNormal.y * 2.0 - 1.0;
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															vec2 scth = vec2(sin(x * PI), cos(x * PI));
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															vec2 scphi = vec2(sqrt(1.0 - y * y), y);
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															return normalize( vec3(scth.y * scphi.x, scth.x * scphi.x, scphi.y) );
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														}
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													#endif
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													#if USE_PACKED_NORMAL == 1
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														vec3 decodeNormal(vec3 packedNormal)
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														{
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															vec3 v = vec3(packedNormal.xy, 1.0 - abs(packedNormal.x) - abs(packedNormal.y));
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															if (v.z < 0.0)
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															{
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																v.xy = (1.0 - abs(v.yx)) * vec2((v.x >= 0.0) ? +1.0 : -1.0, (v.y >= 0.0) ? +1.0 : -1.0);
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															}
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															return normalize(v);
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														}
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													#endif
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													#if USE_PACKED_NORMAL == 2
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														vec3 decodeNormal(vec3 packedNormal)
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														{
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															vec3 v = (packedNormal * 2.0) - 1.0;
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															return normalize(v);
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														}
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													#endif
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												#endif`,
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											`#ifdef USE_PACKED_POSITION
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													#if USE_PACKED_POSITION == 0
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														uniform mat4 quantizeMatPos;
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													#endif
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												#endif`,
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											`#ifdef USE_PACKED_UV
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													#if USE_PACKED_UV == 1
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														uniform mat3 quantizeMatUV;
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													#endif
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												#endif`,
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											`#ifdef USE_PACKED_UV
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													#if USE_PACKED_UV == 0
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														vec2 decodeUV(vec2 packedUV)
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														{
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															vec2 uv = (packedUV * 2.0) - 1.0;
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															return uv;
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														}
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													#endif
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													#if USE_PACKED_UV == 1
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														vec2 decodeUV(vec2 packedUV)
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														{
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															vec2 uv = ( vec3(packedUV, 1.0) * quantizeMatUV ).xy;
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															return uv;
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														}
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													#endif
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												#endif`,
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											'void main() {',
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											ShaderChunk.uv_vertex,
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											`#ifdef USE_MAP
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													#ifdef USE_PACKED_UV
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														vMapUv = decodeUV(vMapUv);
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													#endif
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												#endif`,
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											ShaderChunk.color_vertex,
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											ShaderChunk.morphcolor_vertex,
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											ShaderChunk.beginnormal_vertex,
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											`#ifdef USE_PACKED_NORMAL
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													objectNormal = decodeNormal(objectNormal);
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												#endif
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												#ifdef USE_TANGENT
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													vec3 objectTangent = vec3( tangent.xyz );
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												#endif
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												`,
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											ShaderChunk.morphnormal_vertex,
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											ShaderChunk.skinbase_vertex,
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											ShaderChunk.skinnormal_vertex,
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											ShaderChunk.defaultnormal_vertex,
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											ShaderChunk.normal_vertex,
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											ShaderChunk.begin_vertex,
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											`#ifdef USE_PACKED_POSITION
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													#if USE_PACKED_POSITION == 0
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														transformed = ( vec4(transformed, 1.0) * quantizeMatPos ).xyz;
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													#endif
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												#endif`,
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											ShaderChunk.morphtarget_vertex,
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											ShaderChunk.skinning_vertex,
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											ShaderChunk.displacementmap_vertex,
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											ShaderChunk.project_vertex,
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											ShaderChunk.logdepthbuf_vertex,
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											ShaderChunk.clipping_planes_vertex,
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											'vViewPosition = - mvPosition.xyz;',
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											ShaderChunk.worldpos_vertex,
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											ShaderChunk.envmap_vertex,
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											ShaderChunk.shadowmap_vertex,
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											ShaderChunk.fog_vertex,
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											'}',
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										].join( '\n' );
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										// Use the original MeshPhongMaterial's fragmentShader.
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										this.fragmentShader = ShaderLib.phong.fragmentShader;
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										this.setValues( parameters );
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									}
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								}
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								export { PackedPhongMaterial };
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