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2022-09-04 12:45:01 +02:00
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import TempNode from '../core/Node.js';
import { ShaderNode,
vec3,
pow, mul, sub, mix, join,
lessThanEqual } from '../ShaderNode.js';
import { LinearEncoding, sRGBEncoding } from 'three';
export const LinearToLinear = new ShaderNode( ( inputs ) => {
return inputs.value;
} );
export const LinearTosRGB = new ShaderNode( ( inputs ) => {
const { value } = inputs;
const rgb = value.rgb;
const a = sub( mul( pow( value.rgb, vec3( 0.41666 ) ), 1.055 ), vec3( 0.055 ) );
const b = mul( rgb, 12.92 );
const factor = vec3( lessThanEqual( rgb, vec3( 0.0031308 ) ) );
const rgbResult = mix( a, b, factor );
return join( rgbResult.r, rgbResult.g, rgbResult.b, value.a );
} );
const EncodingLib = {
LinearToLinear,
LinearTosRGB
};
class ColorSpaceNode extends TempNode {
static LINEAR_TO_LINEAR = 'LinearToLinear';
static LINEAR_TO_SRGB = 'LinearTosRGB';
constructor( method, node ) {
super( 'vec4' );
this.method = method;
this.node = node;
}
fromEncoding( encoding ) {
let method = null;
if ( encoding === LinearEncoding ) {
method = 'Linear';
} else if ( encoding === sRGBEncoding ) {
method = 'sRGB';
}
this.method = 'LinearTo' + method;
return this;
}
generate( builder ) {
const type = this.getNodeType( builder );
const method = this.method;
const node = this.node;
if ( method !== ColorSpaceNode.LINEAR_TO_LINEAR ) {
const encodingFunctionNode = EncodingLib[ method ];
return encodingFunctionNode( {
value: node
} ).build( builder, type );
} else {
return node.build( builder, type );
}
}
}
export default ColorSpaceNode;

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import PositionNode from '../accessors/PositionNode.js';
import NormalNode from '../accessors/NormalNode.js';
import UVNode from '../accessors/UVNode.js';
import MathNode from '../math/MathNode.js';
import OperatorNode from '../math/OperatorNode.js';
import FloatNode from '../inputs/FloatNode.js';
import TempNode from '../core/TempNode.js';
import ModelNode from '../accessors/ModelNode.js';
import SplitNode from '../utils/SplitNode.js';
import JoinNode from '../utils/JoinNode.js';
import { ShaderNode, cond, add, mul, dFdx, dFdy, cross, max, dot, normalize, inversesqrt, equal } from '../ShaderNode.js';
import { TangentSpaceNormalMap, ObjectSpaceNormalMap } from 'three';
// Normal Mapping Without Precomputed Tangents
// http://www.thetenthplanet.de/archives/1180
const perturbNormal2ArbNode = new ShaderNode( ( inputs ) => {
const { eye_pos, surf_norm, mapN, faceDirection, uv } = inputs;
const q0 = dFdx( eye_pos.xyz );
const q1 = dFdy( eye_pos.xyz );
const st0 = dFdx( uv.st );
const st1 = dFdy( uv.st );
const N = surf_norm; // normalized
const q1perp = cross( q1, N );
const q0perp = cross( N, q0 );
const T = add( mul( q1perp, st0.x ), mul( q0perp, st1.x ) );
const B = add( mul( q1perp, st0.y ), mul( q0perp, st1.y ) );
const det = max( dot( T, T ), dot( B, B ) );
const scale = cond( equal( det, 0 ), 0, mul( faceDirection, inversesqrt( det ) ) );
return normalize( add( mul( T, mul( mapN.x, scale ) ), mul( B, mul( mapN.y, scale ) ), mul( N, mapN.z ) ) );
} );
class NormalMapNode extends TempNode {
constructor( node, scaleNode = null ) {
super( 'vec3' );
this.node = node;
this.scaleNode = scaleNode;
this.normalMapType = TangentSpaceNormalMap;
}
generate( builder ) {
const type = this.getNodeType( builder );
const { normalMapType, scaleNode } = this;
const normalOP = new OperatorNode( '*', this.node, new FloatNode( 2.0 ).setConst( true ) );
let normalMap = new OperatorNode( '-', normalOP, new FloatNode( 1.0 ).setConst( true ) );
if ( scaleNode !== null ) {
const normalMapScale = new OperatorNode( '*', new SplitNode( normalMap, 'xy'), scaleNode );
normalMap = new JoinNode( [ normalMapScale, new SplitNode( normalMap, 'z' ) ] );
}
if ( normalMapType === ObjectSpaceNormalMap ) {
const vertexNormalNode = new OperatorNode( '*', new ModelNode( ModelNode.NORMAL_MATRIX ), normalMap );
const normal = new MathNode( MathNode.NORMALIZE, vertexNormalNode );
return normal.build( builder, type );
} else if ( normalMapType === TangentSpaceNormalMap ) {
const perturbNormal2ArbCall = perturbNormal2ArbNode( {
eye_pos: new PositionNode( PositionNode.VIEW ),
surf_norm: new NormalNode( NormalNode.VIEW ),
mapN: normalMap,
faceDirection: new FloatNode( 1.0 ).setConst( true ),
uv: new UVNode()
} );
return perturbNormal2ArbCall.build( builder, type );
}
}
}
export default NormalMapNode;