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| import { Material } from './Material.js'; | |
| import { cloneUniforms } from '../renderers/shaders/UniformsUtils.js'; | |
| import default_vertex from '../renderers/shaders/ShaderChunk/default_vertex.glsl.js'; | |
| import default_fragment from '../renderers/shaders/ShaderChunk/default_fragment.glsl.js'; | |
| /** | |
| * parameters = { | |
| * defines: { "label" : "value" }, | |
| * uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } }, | |
| * | |
| * fragmentShader: <string>, | |
| * vertexShader: <string>, | |
| * | |
| * wireframe: <boolean>, | |
| * wireframeLinewidth: <float>, | |
| * | |
| * lights: <bool> | |
| * } | |
| */ | |
| class ShaderMaterial extends Material { | |
| constructor(parameters) { | |
| super(); | |
| this.type = 'ShaderMaterial'; | |
| this.defines = {}; | |
| this.uniforms = {}; | |
| this.vertexShader = default_vertex; | |
| this.fragmentShader = default_fragment; | |
| this.linewidth = 1; | |
| this.wireframe = false; | |
| this.wireframeLinewidth = 1; | |
| this.fog = false; // set to use scene fog | |
| this.lights = false; // set to use scene lights | |
| this.clipping = false; // set to use user-defined clipping planes | |
| this.extensions = { | |
| derivatives: false, // set to use derivatives | |
| fragDepth: false, // set to use fragment depth values | |
| drawBuffers: false, // set to use draw buffers | |
| shaderTextureLOD: false, // set to use shader texture LOD | |
| }; | |
| // When rendered geometry doesn't include these attributes but the material does, | |
| // use these default values in WebGL. This avoids errors when buffer data is missing. | |
| this.defaultAttributeValues = { | |
| color: [1, 1, 1], | |
| uv: [0, 0], | |
| uv2: [0, 0], | |
| }; | |
| this.index0AttributeName = undefined; | |
| this.uniformsNeedUpdate = false; | |
| this.glslVersion = null; | |
| if (parameters !== undefined) { | |
| if (parameters.attributes !== undefined) { | |
| console.error('THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.'); | |
| } | |
| this.setValues(parameters); | |
| } | |
| } | |
| copy(source) { | |
| super.copy(source); | |
| this.fragmentShader = source.fragmentShader; | |
| this.vertexShader = source.vertexShader; | |
| this.uniforms = cloneUniforms(source.uniforms); | |
| this.defines = Object.assign({}, source.defines); | |
| this.wireframe = source.wireframe; | |
| this.wireframeLinewidth = source.wireframeLinewidth; | |
| this.lights = source.lights; | |
| this.clipping = source.clipping; | |
| this.extensions = Object.assign({}, source.extensions); | |
| this.glslVersion = source.glslVersion; | |
| return this; | |
| } | |
| toJSON(meta) { | |
| const data = super.toJSON(meta); | |
| data.glslVersion = this.glslVersion; | |
| data.uniforms = {}; | |
| for (const name in this.uniforms) { | |
| const uniform = this.uniforms[name]; | |
| const value = uniform.value; | |
| if (value && value.isTexture) { | |
| data.uniforms[name] = { | |
| type: 't', | |
| value: value.toJSON(meta).uuid, | |
| }; | |
| } else if (value && value.isColor) { | |
| data.uniforms[name] = { | |
| type: 'c', | |
| value: value.getHex(), | |
| }; | |
| } else if (value && value.isVector2) { | |
| data.uniforms[name] = { | |
| type: 'v2', | |
| value: value.toArray(), | |
| }; | |
| } else if (value && value.isVector3) { | |
| data.uniforms[name] = { | |
| type: 'v3', | |
| value: value.toArray(), | |
| }; | |
| } else if (value && value.isVector4) { | |
| data.uniforms[name] = { | |
| type: 'v4', | |
| value: value.toArray(), | |
| }; | |
| } else if (value && value.isMatrix3) { | |
| data.uniforms[name] = { | |
| type: 'm3', | |
| value: value.toArray(), | |
| }; | |
| } else if (value && value.isMatrix4) { | |
| data.uniforms[name] = { | |
| type: 'm4', | |
| value: value.toArray(), | |
| }; | |
| } else { | |
| data.uniforms[name] = { | |
| value: value, | |
| }; | |
| // note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far | |
| } | |
| } | |
| if (Object.keys(this.defines).length > 0) data.defines = this.defines; | |
| data.vertexShader = this.vertexShader; | |
| data.fragmentShader = this.fragmentShader; | |
| const extensions = {}; | |
| for (const key in this.extensions) { | |
| if (this.extensions[key] === true) extensions[key] = true; | |
| } | |
| if (Object.keys(extensions).length > 0) data.extensions = extensions; | |
| return data; | |
| } | |
| } | |
| ShaderMaterial.prototype.isShaderMaterial = true; | |
| export { ShaderMaterial }; | |