163 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
			
		
		
	
	
			163 lines
		
	
	
		
			3.6 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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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