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