修改静态资源文件夹位置
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import NodeMaterial, { addNodeMaterial } from './NodeMaterial.js';
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import { varying } from '../core/VaryingNode.js';
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import { property } from '../core/PropertyNode.js';
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import { attribute } from '../core/AttributeNode.js';
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import { cameraProjectionMatrix } from '../accessors/CameraNode.js';
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import { materialColor, materialPointWidth } from '../accessors/MaterialNode.js'; // or should this be a property, instead?
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import { modelViewMatrix } from '../accessors/ModelNode.js';
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import { positionGeometry } from '../accessors/PositionNode.js';
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import { smoothstep } from '../math/MathNode.js';
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import { tslFn, vec2, vec4 } from '../shadernode/ShaderNode.js';
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import { uv } from '../accessors/UVNode.js';
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import { viewport } from '../display/ViewportNode.js';
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import { PointsMaterial } from 'three';
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const defaultValues = new PointsMaterial();
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class InstancedPointsNodeMaterial extends NodeMaterial {
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constructor( params = {} ) {
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super();
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this.normals = false;
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this.lights = false;
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this.useAlphaToCoverage = true;
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this.useColor = params.vertexColors;
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this.pointWidth = 1;
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this.pointColorNode = null;
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this.setDefaultValues( defaultValues );
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this.setupShaders();
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this.setValues( params );
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}
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setupShaders() {
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const useAlphaToCoverage = this.alphaToCoverage;
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const useColor = this.useColor;
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this.vertexNode = tslFn( () => {
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//vUv = uv;
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varying( vec2(), 'vUv' ).assign( uv() ); // @TODO: Analyze other way to do this
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const instancePosition = attribute( 'instancePosition' );
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// camera space
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const mvPos = property( 'vec4', 'mvPos' );
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mvPos.assign( modelViewMatrix.mul( vec4( instancePosition, 1.0 ) ) );
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const aspect = viewport.z.div( viewport.w );
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// clip space
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const clipPos = cameraProjectionMatrix.mul( mvPos );
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// offset in ndc space
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const offset = property( 'vec2', 'offset' );
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offset.assign( positionGeometry.xy );
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offset.assign( offset.mul( materialPointWidth ) );
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offset.assign( offset.div( viewport.z ) );
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offset.y.assign( offset.y.mul( aspect ) );
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// back to clip space
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offset.assign( offset.mul( clipPos.w ) );
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//clipPos.xy += offset;
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clipPos.assign( clipPos.add( vec4( offset, 0, 0 ) ) );
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return clipPos;
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//vec4 mvPosition = mvPos; // this was used for somethihng...
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} )();
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this.fragmentNode = tslFn( () => {
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const vUv = varying( vec2(), 'vUv' );
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// force assignment into correct place in flow
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const alpha = property( 'float', 'alpha' );
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alpha.assign( 1 );
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const a = vUv.x;
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const b = vUv.y;
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const len2 = a.mul( a ).add( b.mul( b ) );
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if ( useAlphaToCoverage ) {
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// force assignment out of following 'if' statement - to avoid uniform control flow errors
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const dlen = property( 'float', 'dlen' );
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dlen.assign( len2.fwidth() );
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alpha.assign( smoothstep( dlen.oneMinus(), dlen.add( 1 ), len2 ).oneMinus() );
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} else {
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len2.greaterThan( 1.0 ).discard();
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}
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let pointColorNode;
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if ( this.pointColorNode ) {
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pointColorNode = this.pointColorNode;
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} else {
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if ( useColor ) {
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const instanceColor = attribute( 'instanceColor' );
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pointColorNode = instanceColor.mul( materialColor );
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} else {
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pointColorNode = materialColor;
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}
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}
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return vec4( pointColorNode, alpha );
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} )();
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this.needsUpdate = true;
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}
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get alphaToCoverage() {
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return this.useAlphaToCoverage;
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}
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set alphaToCoverage( value ) {
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if ( this.useAlphaToCoverage !== value ) {
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this.useAlphaToCoverage = value;
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this.setupShaders();
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}
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}
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}
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export default InstancedPointsNodeMaterial;
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addNodeMaterial( 'InstancedPointsNodeMaterial', InstancedPointsNodeMaterial );
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