/** * MeshGouraudMaterial * * Lambert illumination model with Gouraud (per-vertex) shading * */ import { UniformsUtils, UniformsLib, ShaderMaterial, Color, MultiplyOperation } from 'three'; const GouraudShader = { name: '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 #include #include #include #include #include #include #include #include #include #include #include void main() { #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // inlining legacy vec3 diffuse = vec3( 1.0 ); vec3 geometryPosition = mvPosition.xyz; vec3 geometryNormal = normalize( transformedNormal ); vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz ); vec3 backGeometryNormal = - geometryNormal; 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 ); #if defined( USE_LIGHT_PROBES ) vIndirectFront += getLightProbeIrradiance( lightProbe, geometryNormal ); #endif #ifdef DOUBLE_SIDED vIndirectBack += getAmbientLightIrradiance( ambientLightColor ); #if defined( USE_LIGHT_PROBES ) vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometryNormal ); #endif #endif #if NUM_POINT_LIGHTS > 0 #pragma unroll_loop_start for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) { getPointLightInfo( pointLights[ i ], geometryPosition, directLight ); dotNL = dot( geometryNormal, 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 ], geometryPosition, directLight ); dotNL = dot( geometryNormal, 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 ], directLight ); dotNL = dot( geometryNormal, 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 ], geometryNormal ); #ifdef DOUBLE_SIDED vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometryNormal ); #endif } #pragma unroll_loop_end #endif #include #include }`, 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 #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void main() { #include vec4 diffuseColor = vec4( diffuse, opacity ); ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); vec3 totalEmissiveRadiance = emissive; #include #include #include #include #include #include #include // accumulation #ifdef DOUBLE_SIDED reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack; #else reflectedLight.indirectDiffuse += vIndirectFront; #endif #include 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 vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance; #include #include #include #include #include #include #include }` }; // 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 };