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