first commit
This commit is contained in:
143
web-app/node_modules/three/examples/jsm/materials/LDrawConditionalLineMaterial.js
generated
vendored
Normal file
143
web-app/node_modules/three/examples/jsm/materials/LDrawConditionalLineMaterial.js
generated
vendored
Normal file
@@ -0,0 +1,143 @@
|
||||
import {
|
||||
Color,
|
||||
ShaderMaterial,
|
||||
UniformsLib,
|
||||
UniformsUtils,
|
||||
} from 'three';
|
||||
|
||||
class LDrawConditionalLineMaterial extends ShaderMaterial {
|
||||
|
||||
static get type() {
|
||||
|
||||
return 'LDrawConditionalLineMaterial';
|
||||
|
||||
}
|
||||
|
||||
constructor( parameters ) {
|
||||
|
||||
super( {
|
||||
|
||||
uniforms: UniformsUtils.merge( [
|
||||
UniformsLib.fog,
|
||||
{
|
||||
diffuse: {
|
||||
value: new Color()
|
||||
},
|
||||
opacity: {
|
||||
value: 1.0
|
||||
}
|
||||
}
|
||||
] ),
|
||||
|
||||
vertexShader: /* glsl */`
|
||||
attribute vec3 control0;
|
||||
attribute vec3 control1;
|
||||
attribute vec3 direction;
|
||||
varying float discardFlag;
|
||||
|
||||
#include <common>
|
||||
#include <color_pars_vertex>
|
||||
#include <fog_pars_vertex>
|
||||
#include <logdepthbuf_pars_vertex>
|
||||
#include <clipping_planes_pars_vertex>
|
||||
void main() {
|
||||
#include <color_vertex>
|
||||
|
||||
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
|
||||
gl_Position = projectionMatrix * mvPosition;
|
||||
|
||||
// Transform the line segment ends and control points into camera clip space
|
||||
vec4 c0 = projectionMatrix * modelViewMatrix * vec4( control0, 1.0 );
|
||||
vec4 c1 = projectionMatrix * modelViewMatrix * vec4( control1, 1.0 );
|
||||
vec4 p0 = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
|
||||
vec4 p1 = projectionMatrix * modelViewMatrix * vec4( position + direction, 1.0 );
|
||||
|
||||
c0.xy /= c0.w;
|
||||
c1.xy /= c1.w;
|
||||
p0.xy /= p0.w;
|
||||
p1.xy /= p1.w;
|
||||
|
||||
// Get the direction of the segment and an orthogonal vector
|
||||
vec2 dir = p1.xy - p0.xy;
|
||||
vec2 norm = vec2( -dir.y, dir.x );
|
||||
|
||||
// Get control point directions from the line
|
||||
vec2 c0dir = c0.xy - p1.xy;
|
||||
vec2 c1dir = c1.xy - p1.xy;
|
||||
|
||||
// If the vectors to the controls points are pointed in different directions away
|
||||
// from the line segment then the line should not be drawn.
|
||||
float d0 = dot( normalize( norm ), normalize( c0dir ) );
|
||||
float d1 = dot( normalize( norm ), normalize( c1dir ) );
|
||||
discardFlag = float( sign( d0 ) != sign( d1 ) );
|
||||
|
||||
#include <logdepthbuf_vertex>
|
||||
#include <clipping_planes_vertex>
|
||||
#include <fog_vertex>
|
||||
}
|
||||
`,
|
||||
|
||||
fragmentShader: /* glsl */`
|
||||
uniform vec3 diffuse;
|
||||
uniform float opacity;
|
||||
varying float discardFlag;
|
||||
|
||||
#include <common>
|
||||
#include <color_pars_fragment>
|
||||
#include <fog_pars_fragment>
|
||||
#include <logdepthbuf_pars_fragment>
|
||||
#include <clipping_planes_pars_fragment>
|
||||
void main() {
|
||||
|
||||
if ( discardFlag > 0.5 ) discard;
|
||||
|
||||
#include <clipping_planes_fragment>
|
||||
vec3 outgoingLight = vec3( 0.0 );
|
||||
vec4 diffuseColor = vec4( diffuse, opacity );
|
||||
#include <logdepthbuf_fragment>
|
||||
#include <color_fragment>
|
||||
outgoingLight = diffuseColor.rgb; // simple shader
|
||||
gl_FragColor = vec4( outgoingLight, diffuseColor.a );
|
||||
#include <tonemapping_fragment>
|
||||
#include <colorspace_fragment>
|
||||
#include <fog_fragment>
|
||||
#include <premultiplied_alpha_fragment>
|
||||
}
|
||||
`,
|
||||
|
||||
} );
|
||||
|
||||
Object.defineProperties( this, {
|
||||
|
||||
opacity: {
|
||||
get: function () {
|
||||
|
||||
return this.uniforms.opacity.value;
|
||||
|
||||
},
|
||||
|
||||
set: function ( value ) {
|
||||
|
||||
this.uniforms.opacity.value = value;
|
||||
|
||||
}
|
||||
},
|
||||
|
||||
color: {
|
||||
get: function () {
|
||||
|
||||
return this.uniforms.diffuse.value;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
} );
|
||||
|
||||
this.setValues( parameters );
|
||||
this.isLDrawConditionalLineMaterial = true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { LDrawConditionalLineMaterial };
|
||||
Reference in New Issue
Block a user