/** * MeshGouraudMaterial * * Lambert illumination model with Gouraud (per-vertex) shading * */ import { UniformsUtils, UniformsLib, ShaderMaterial, Color, MultiplyOperation } from 'three'; const GouraudShader = { uniforms: UniformsUtils.merge( [ UniformsLib.common, UniformsLib.specularmap, UniformsLib.envmap, UniformsLib.aomap, UniformsLib.lightmap, UniformsLib.emissivemap, UniformsLib.fog, UniformsLib.lights, { emissive: { value: new Color( 0x000000 ) } } ] ), vertexShader: /* glsl */` #define GOURAUD varying vec3 vLightFront; varying vec3 vIndirectFront; #ifdef DOUBLE_SIDED varying vec3 vLightBack; varying vec3 vIndirectBack; #endif #include <common> #include <uv_pars_vertex> #include <uv2_pars_vertex> #include <envmap_pars_vertex> #include <bsdfs> #include <lights_pars_begin> #include <color_pars_vertex> #include <fog_pars_vertex> #include <morphtarget_pars_vertex> #include <skinning_pars_vertex> #include <shadowmap_pars_vertex> #include <logdepthbuf_pars_vertex> #include <clipping_planes_pars_vertex> void main() { #include <uv_vertex> #include <uv2_vertex> #include <color_vertex> #include <morphcolor_vertex> #include <beginnormal_vertex> #include <morphnormal_vertex> #include <skinbase_vertex> #include <skinnormal_vertex> #include <defaultnormal_vertex> #include <begin_vertex> #include <morphtarget_vertex> #include <skinning_vertex> #include <project_vertex> #include <logdepthbuf_vertex> #include <clipping_planes_vertex> #include <worldpos_vertex> #include <envmap_vertex> // inlining legacy <lights_lambert_vertex> vec3 diffuse = vec3( 1.0 ); GeometricContext geometry; geometry.position = mvPosition.xyz; geometry.normal = normalize( transformedNormal ); geometry.viewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz ); GeometricContext backGeometry; backGeometry.position = geometry.position; backGeometry.normal = -geometry.normal; backGeometry.viewDir = geometry.viewDir; vLightFront = vec3( 0.0 ); vIndirectFront = vec3( 0.0 ); #ifdef DOUBLE_SIDED vLightBack = vec3( 0.0 ); vIndirectBack = vec3( 0.0 ); #endif IncidentLight directLight; float dotNL; vec3 directLightColor_Diffuse; vIndirectFront += getAmbientLightIrradiance( ambientLightColor ); vIndirectFront += getLightProbeIrradiance( lightProbe, geometry.normal ); #ifdef DOUBLE_SIDED vIndirectBack += getAmbientLightIrradiance( ambientLightColor ); vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometry.normal ); #endif #if NUM_POINT_LIGHTS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { getPointLightInfo( pointLights[ i ], geometry, directLight ); dotNL = dot( geometry.normal, directLight.direction ); directLightColor_Diffuse = directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; #ifdef DOUBLE_SIDED vLightBack += saturate( - dotNL ) * directLightColor_Diffuse; #endif } #pragma unroll_loop_end #endif #if NUM_SPOT_LIGHTS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) { getSpotLightInfo( spotLights[ i ], geometry, directLight ); dotNL = dot( geometry.normal, directLight.direction ); directLightColor_Diffuse = directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; #ifdef DOUBLE_SIDED vLightBack += saturate( - dotNL ) * directLightColor_Diffuse; #endif } #pragma unroll_loop_end #endif #if NUM_DIR_LIGHTS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) { getDirectionalLightInfo( directionalLights[ i ], geometry, directLight ); dotNL = dot( geometry.normal, directLight.direction ); directLightColor_Diffuse = directLight.color; vLightFront += saturate( dotNL ) * directLightColor_Diffuse; #ifdef DOUBLE_SIDED vLightBack += saturate( - dotNL ) * directLightColor_Diffuse; #endif } #pragma unroll_loop_end #endif #if NUM_HEMI_LIGHTS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) { vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry.normal ); #ifdef DOUBLE_SIDED vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry.normal ); #endif } #pragma unroll_loop_end #endif #include <shadowmap_vertex> #include <fog_vertex> }`, fragmentShader: /* glsl */` #define GOURAUD uniform vec3 diffuse; uniform vec3 emissive; uniform float opacity; varying vec3 vLightFront; varying vec3 vIndirectFront; #ifdef DOUBLE_SIDED varying vec3 vLightBack; varying vec3 vIndirectBack; #endif #include <common> #include <packing> #include <dithering_pars_fragment> #include <color_pars_fragment> #include <uv_pars_fragment> #include <uv2_pars_fragment> #include <map_pars_fragment> #include <alphamap_pars_fragment> #include <alphatest_pars_fragment> #include <aomap_pars_fragment> #include <lightmap_pars_fragment> #include <emissivemap_pars_fragment> #include <envmap_common_pars_fragment> #include <envmap_pars_fragment> #include <bsdfs> #include <lights_pars_begin> #include <fog_pars_fragment> #include <shadowmap_pars_fragment> #include <shadowmask_pars_fragment> #include <specularmap_pars_fragment> #include <logdepthbuf_pars_fragment> #include <clipping_planes_pars_fragment> void main() { #include <clipping_planes_fragment> vec4 diffuseColor = vec4( diffuse, opacity ); ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); vec3 totalEmissiveRadiance = emissive; #include <logdepthbuf_fragment> #include <map_fragment> #include <color_fragment> #include <alphamap_fragment> #include <alphatest_fragment> #include <specularmap_fragment> #include <emissivemap_fragment> // accumulation #ifdef DOUBLE_SIDED reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack; #else reflectedLight.indirectDiffuse += vIndirectFront; #endif #include <lightmap_fragment> reflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb ); #ifdef DOUBLE_SIDED reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack; #else reflectedLight.directDiffuse = vLightFront; #endif reflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask(); // modulation #include <aomap_fragment> vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; #include <envmap_fragment> #include <output_fragment> #include <tonemapping_fragment> #include <encodings_fragment> #include <fog_fragment> #include <premultiplied_alpha_fragment> #include <dithering_fragment> }` }; // class MeshGouraudMaterial extends ShaderMaterial { constructor( parameters ) { super(); this.isMeshGouraudMaterial = true; this.type = 'MeshGouraudMaterial'; //this.color = new THREE.Color( 0xffffff ); // diffuse //this.map = null; //this.lightMap = null; //this.lightMapIntensity = 1.0; //this.aoMap = null; //this.aoMapIntensity = 1.0; //this.emissive = new THREE.Color( 0x000000 ); //this.emissiveIntensity = 1.0; //this.emissiveMap = null; //this.specularMap = null; //this.alphaMap = null; //this.envMap = null; this.combine = MultiplyOperation; // combine has no uniform //this.reflectivity = 1; //this.refractionRatio = 0.98; this.fog = false; // set to use scene fog this.lights = true; // set to use scene lights this.clipping = false; // set to use user-defined clipping planes const shader = GouraudShader; this.defines = Object.assign( {}, shader.defines ); this.uniforms = UniformsUtils.clone( shader.uniforms ); this.vertexShader = shader.vertexShader; this.fragmentShader = shader.fragmentShader; const exposePropertyNames = [ 'map', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity', 'emissive', 'emissiveIntensity', 'emissiveMap', 'specularMap', 'alphaMap', 'envMap', 'reflectivity', 'refractionRatio', 'opacity', 'diffuse' ]; for ( const propertyName of exposePropertyNames ) { Object.defineProperty( this, propertyName, { get: function () { return this.uniforms[ propertyName ].value; }, set: function ( value ) { this.uniforms[ propertyName ].value = value; } } ); } Object.defineProperty( this, 'color', Object.getOwnPropertyDescriptor( this, 'diffuse' ) ); this.setValues( parameters ); } copy( source ) { super.copy( source ); this.color.copy( source.color ); this.map = source.map; this.lightMap = source.lightMap; this.lightMapIntensity = source.lightMapIntensity; this.aoMap = source.aoMap; this.aoMapIntensity = source.aoMapIntensity; this.emissive.copy( source.emissive ); this.emissiveMap = source.emissiveMap; this.emissiveIntensity = source.emissiveIntensity; this.specularMap = source.specularMap; this.alphaMap = source.alphaMap; this.envMap = source.envMap; this.combine = source.combine; this.reflectivity = source.reflectivity; this.refractionRatio = source.refractionRatio; this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.wireframeLinecap = source.wireframeLinecap; this.wireframeLinejoin = source.wireframeLinejoin; this.fog = source.fog; return this; } } export { MeshGouraudMaterial };