/** * @author sunag / http://www.sunag.com.br/ */ import { TempNode } from '../core/TempNode.js'; import { Vector2Node } from '../inputs/Vector2Node.js'; import { FunctionNode } from '../core/FunctionNode.js'; import { UVNode } from '../accessors/UVNode.js'; import { NormalNode } from '../accessors/NormalNode.js'; import { PositionNode } from '../accessors/PositionNode.js'; function NormalMapNode( value, scale ) { TempNode.call( this, 'v3' ); this.value = value; this.scale = scale || new Vector2Node( 1, 1 ); } NormalMapNode.Nodes = ( function () { var perturbNormal2Arb = new FunctionNode( [ // Per-Pixel Tangent Space Normal Mapping // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm, vec3 map, vec2 mUv, vec2 normalScale ) {", // Workaround for Adreno 3XX dFd*( vec3 ) bug. See #9988 " vec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );", " vec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );", " vec2 st0 = dFdx( mUv.st );", " vec2 st1 = dFdy( mUv.st );", " float scale = sign( st1.t * st0.s - st0.t * st1.s );", // we do not care about the magnitude " vec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );", " vec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );", " vec3 N = normalize( surf_norm );", " mat3 tsn = mat3( S, T, N );", " vec3 mapN = map * 2.0 - 1.0;", " mapN.xy *= normalScale;", " mapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );", " return normalize( tsn * mapN );", "}" ].join( "\n" ), null, { derivatives: true } ); return { perturbNormal2Arb: perturbNormal2Arb }; } )(); NormalMapNode.prototype = Object.create( TempNode.prototype ); NormalMapNode.prototype.constructor = NormalMapNode; NormalMapNode.prototype.nodeType = "NormalMap"; NormalMapNode.prototype.generate = function ( builder, output ) { if ( builder.isShader( 'fragment' ) ) { var perturbNormal2Arb = builder.include( NormalMapNode.Nodes.perturbNormal2Arb ); this.normal = this.normal || new NormalNode(); this.position = this.position || new PositionNode( PositionNode.VIEW ); this.uv = this.uv || new UVNode(); return builder.format( perturbNormal2Arb + '( -' + this.position.build( builder, 'v3' ) + ', ' + this.normal.build( builder, 'v3' ) + ', ' + this.value.build( builder, 'v3' ) + ', ' + this.uv.build( builder, 'v2' ) + ', ' + this.scale.build( builder, 'v2' ) + ' )', this.getType( builder ), output ); } else { console.warn( "THREE.NormalMapNode is not compatible with " + builder.shader + " shader." ); return builder.format( 'vec3( 0.0 )', this.getType( builder ), output ); } }; NormalMapNode.prototype.copy = function ( source ) { TempNode.prototype.copy.call( this, source ); this.value = source.value; this.scale = source.scale; }; NormalMapNode.prototype.toJSON = function ( meta ) { var data = this.getJSONNode( meta ); if ( ! data ) { data = this.createJSONNode( meta ); data.value = this.value.toJSON( meta ).uuid; data.scale = this.scale.toJSON( meta ).uuid; } return data; }; export { NormalMapNode };