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HuangJiPC / public / static / three / examples / js / lines / LineMaterial.js
@zhangdeliang zhangdeliang on 21 Jun 12 KB update
( function () {

	/**
 * parameters = {
 *  color: <hex>,
 *  linewidth: <float>,
 *  dashed: <boolean>,
 *  dashScale: <float>,
 *  dashSize: <float>,
 *  dashOffset: <float>,
 *  gapSize: <float>,
 *  resolution: <Vector2>, // to be set by renderer
 * }
 */
	THREE.UniformsLib.line = {
		worldUnits: {
			value: 1
		},
		linewidth: {
			value: 1
		},
		resolution: {
			value: new THREE.Vector2( 1, 1 )
		},
		dashOffset: {
			value: 0
		},
		dashScale: {
			value: 1
		},
		dashSize: {
			value: 1
		},
		gapSize: {
			value: 1
		} // todo FIX - maybe change to totalSize

	};
	THREE.ShaderLib[ 'line' ] = {
		uniforms: THREE.UniformsUtils.merge( [ THREE.UniformsLib.common, THREE.UniformsLib.fog, THREE.UniformsLib.line ] ),
		vertexShader:
  /* glsl */
  `
		#include <common>
		#include <color_pars_vertex>
		#include <fog_pars_vertex>
		#include <logdepthbuf_pars_vertex>
		#include <clipping_planes_pars_vertex>

		uniform float linewidth;
		uniform vec2 resolution;

		attribute vec3 instanceStart;
		attribute vec3 instanceEnd;

		attribute vec3 instanceColorStart;
		attribute vec3 instanceColorEnd;

		#ifdef WORLD_UNITS

			varying vec4 worldPos;
			varying vec3 worldStart;
			varying vec3 worldEnd;

			#ifdef USE_DASH

				varying vec2 vUv;

			#endif

		#else

			varying vec2 vUv;

		#endif

		#ifdef USE_DASH

			uniform float dashScale;
			attribute float instanceDistanceStart;
			attribute float instanceDistanceEnd;
			varying float vLineDistance;

		#endif

		void trimSegment( const in vec4 start, inout vec4 end ) {

			// trim end segment so it terminates between the camera plane and the near plane

			// conservative estimate of the near plane
			float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
			float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
			float nearEstimate = - 0.5 * b / a;

			float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );

			end.xyz = mix( start.xyz, end.xyz, alpha );

		}

		void main() {

			#ifdef USE_COLOR

				vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;

			#endif

			#ifdef USE_DASH

				vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;
				vUv = uv;

			#endif

			float aspect = resolution.x / resolution.y;

			// camera space
			vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
			vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );

			#ifdef WORLD_UNITS

				worldStart = start.xyz;
				worldEnd = end.xyz;

			#else

				vUv = uv;

			#endif

			// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
			// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
			// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
			// perhaps there is a more elegant solution -- WestLangley

			bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column

			if ( perspective ) {

				if ( start.z < 0.0 && end.z >= 0.0 ) {

					trimSegment( start, end );

				} else if ( end.z < 0.0 && start.z >= 0.0 ) {

					trimSegment( end, start );

				}

			}

			// clip space
			vec4 clipStart = projectionMatrix * start;
			vec4 clipEnd = projectionMatrix * end;

			// ndc space
			vec3 ndcStart = clipStart.xyz / clipStart.w;
			vec3 ndcEnd = clipEnd.xyz / clipEnd.w;

			// direction
			vec2 dir = ndcEnd.xy - ndcStart.xy;

			// account for clip-space aspect ratio
			dir.x *= aspect;
			dir = normalize( dir );

			#ifdef WORLD_UNITS

				// get the offset direction as perpendicular to the view vector
				vec3 worldDir = normalize( end.xyz - start.xyz );
				vec3 offset;
				if ( position.y < 0.5 ) {

					offset = normalize( cross( start.xyz, worldDir ) );

				} else {

					offset = normalize( cross( end.xyz, worldDir ) );

				}

				// sign flip
				if ( position.x < 0.0 ) offset *= - 1.0;

				float forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );

				// don't extend the line if we're rendering dashes because we
				// won't be rendering the endcaps
				#ifndef USE_DASH

					// extend the line bounds to encompass  endcaps
					start.xyz += - worldDir * linewidth * 0.5;
					end.xyz += worldDir * linewidth * 0.5;

					// shift the position of the quad so it hugs the forward edge of the line
					offset.xy -= dir * forwardOffset;
					offset.z += 0.5;

				#endif

				// endcaps
				if ( position.y > 1.0 || position.y < 0.0 ) {

					offset.xy += dir * 2.0 * forwardOffset;

				}

				// adjust for linewidth
				offset *= linewidth * 0.5;

				// set the world position
				worldPos = ( position.y < 0.5 ) ? start : end;
				worldPos.xyz += offset;

				// project the worldpos
				vec4 clip = projectionMatrix * worldPos;

				// shift the depth of the projected points so the line
				// segments overlap neatly
				vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
				clip.z = clipPose.z * clip.w;

			#else

				vec2 offset = vec2( dir.y, - dir.x );
				// undo aspect ratio adjustment
				dir.x /= aspect;
				offset.x /= aspect;

				// sign flip
				if ( position.x < 0.0 ) offset *= - 1.0;

				// endcaps
				if ( position.y < 0.0 ) {

					offset += - dir;

				} else if ( position.y > 1.0 ) {

					offset += dir;

				}

				// adjust for linewidth
				offset *= linewidth;

				// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
				offset /= resolution.y;

				// select end
				vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;

				// back to clip space
				offset *= clip.w;

				clip.xy += offset;

			#endif

			gl_Position = clip;

			vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation

			#include <logdepthbuf_vertex>
			#include <clipping_planes_vertex>
			#include <fog_vertex>

		}
		`,
		fragmentShader:
  /* glsl */
  `
		uniform vec3 diffuse;
		uniform float opacity;
		uniform float linewidth;

		#ifdef USE_DASH

			uniform float dashOffset;
			uniform float dashSize;
			uniform float gapSize;

		#endif

		varying float vLineDistance;

		#ifdef WORLD_UNITS

			varying vec4 worldPos;
			varying vec3 worldStart;
			varying vec3 worldEnd;

			#ifdef USE_DASH

				varying vec2 vUv;

			#endif

		#else

			varying vec2 vUv;

		#endif

		#include <common>
		#include <color_pars_fragment>
		#include <fog_pars_fragment>
		#include <logdepthbuf_pars_fragment>
		#include <clipping_planes_pars_fragment>

		vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {

			float mua;
			float mub;

			vec3 p13 = p1 - p3;
			vec3 p43 = p4 - p3;

			vec3 p21 = p2 - p1;

			float d1343 = dot( p13, p43 );
			float d4321 = dot( p43, p21 );
			float d1321 = dot( p13, p21 );
			float d4343 = dot( p43, p43 );
			float d2121 = dot( p21, p21 );

			float denom = d2121 * d4343 - d4321 * d4321;

			float numer = d1343 * d4321 - d1321 * d4343;

			mua = numer / denom;
			mua = clamp( mua, 0.0, 1.0 );
			mub = ( d1343 + d4321 * ( mua ) ) / d4343;
			mub = clamp( mub, 0.0, 1.0 );

			return vec2( mua, mub );

		}

		void main() {

			#include <clipping_planes_fragment>

			#ifdef USE_DASH

				if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps

				if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX

			#endif

			float alpha = opacity;

			#ifdef WORLD_UNITS

				// Find the closest points on the view ray and the line segment
				vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
				vec3 lineDir = worldEnd - worldStart;
				vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );

				vec3 p1 = worldStart + lineDir * params.x;
				vec3 p2 = rayEnd * params.y;
				vec3 delta = p1 - p2;
				float len = length( delta );
				float norm = len / linewidth;

				#ifndef USE_DASH

					#ifdef USE_ALPHA_TO_COVERAGE

						float dnorm = fwidth( norm );
						alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );

					#else

						if ( norm > 0.5 ) {

							discard;

						}

					#endif

				#endif

			#else

				#ifdef USE_ALPHA_TO_COVERAGE

					// artifacts appear on some hardware if a derivative is taken within a conditional
					float a = vUv.x;
					float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
					float len2 = a * a + b * b;
					float dlen = fwidth( len2 );

					if ( abs( vUv.y ) > 1.0 ) {

						alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );

					}

				#else

					if ( abs( vUv.y ) > 1.0 ) {

						float a = vUv.x;
						float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
						float len2 = a * a + b * b;

						if ( len2 > 1.0 ) discard;

					}

				#endif

			#endif

			vec4 diffuseColor = vec4( diffuse, alpha );

			#include <logdepthbuf_fragment>
			#include <color_fragment>

			gl_FragColor = vec4( diffuseColor.rgb, alpha );

			#include <tonemapping_fragment>
			#include <encodings_fragment>
			#include <fog_fragment>
			#include <premultiplied_alpha_fragment>

		}
		`
	};

	class LineMaterial extends THREE.ShaderMaterial {

		constructor( parameters ) {

			super( {
				type: 'LineMaterial',
				uniforms: THREE.UniformsUtils.clone( THREE.ShaderLib[ 'line' ].uniforms ),
				vertexShader: THREE.ShaderLib[ 'line' ].vertexShader,
				fragmentShader: THREE.ShaderLib[ 'line' ].fragmentShader,
				clipping: true // required for clipping support

			} );
			this.isLineMaterial = true;
			Object.defineProperties( this, {
				color: {
					enumerable: true,
					get: function () {

						return this.uniforms.diffuse.value;

					},
					set: function ( value ) {

						this.uniforms.diffuse.value = value;

					}
				},
				worldUnits: {
					enumerable: true,
					get: function () {

						return 'WORLD_UNITS' in this.defines;

					},
					set: function ( value ) {

						if ( value === true ) {

							this.defines.WORLD_UNITS = '';

						} else {

							delete this.defines.WORLD_UNITS;

						}

					}
				},
				linewidth: {
					enumerable: true,
					get: function () {

						return this.uniforms.linewidth.value;

					},
					set: function ( value ) {

						this.uniforms.linewidth.value = value;

					}
				},
				dashed: {
					enumerable: true,
					get: function () {

						return Boolean( 'USE_DASH' in this.defines );

					},

					set( value ) {

						if ( Boolean( value ) !== Boolean( 'USE_DASH' in this.defines ) ) {

							this.needsUpdate = true;

						}

						if ( value === true ) {

							this.defines.USE_DASH = '';

						} else {

							delete this.defines.USE_DASH;

						}

					}

				},
				dashScale: {
					enumerable: true,
					get: function () {

						return this.uniforms.dashScale.value;

					},
					set: function ( value ) {

						this.uniforms.dashScale.value = value;

					}
				},
				dashSize: {
					enumerable: true,
					get: function () {

						return this.uniforms.dashSize.value;

					},
					set: function ( value ) {

						this.uniforms.dashSize.value = value;

					}
				},
				dashOffset: {
					enumerable: true,
					get: function () {

						return this.uniforms.dashOffset.value;

					},
					set: function ( value ) {

						this.uniforms.dashOffset.value = value;

					}
				},
				gapSize: {
					enumerable: true,
					get: function () {

						return this.uniforms.gapSize.value;

					},
					set: function ( value ) {

						this.uniforms.gapSize.value = value;

					}
				},
				opacity: {
					enumerable: true,
					get: function () {

						return this.uniforms.opacity.value;

					},
					set: function ( value ) {

						this.uniforms.opacity.value = value;

					}
				},
				resolution: {
					enumerable: true,
					get: function () {

						return this.uniforms.resolution.value;

					},
					set: function ( value ) {

						this.uniforms.resolution.value.copy( value );

					}
				},
				alphaToCoverage: {
					enumerable: true,
					get: function () {

						return Boolean( 'USE_ALPHA_TO_COVERAGE' in this.defines );

					},
					set: function ( value ) {

						if ( Boolean( value ) !== Boolean( 'USE_ALPHA_TO_COVERAGE' in this.defines ) ) {

							this.needsUpdate = true;

						}

						if ( value === true ) {

							this.defines.USE_ALPHA_TO_COVERAGE = '';
							this.extensions.derivatives = true;

						} else {

							delete this.defines.USE_ALPHA_TO_COVERAGE;
							this.extensions.derivatives = false;

						}

					}
				}
			} );
			this.setValues( parameters );

		}

	}

	THREE.LineMaterial = LineMaterial;

} )();