94 lines
3.3 KiB
JavaScript
94 lines
3.3 KiB
JavaScript
import { MeshStandardMaterial, Texture, Vector2 } from 'three';
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export class TileMaterial extends MeshStandardMaterial {
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constructor(params, tileSizeX, tileSizeY) {
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super(params);
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this.tileSize = { value: new Vector2(tileSizeX / this.map.image.width, tileSizeY / this.map.image.height) };
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}
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onBeforeCompile(shader) {
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shader.uniforms.tileSize = this.tileSize
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shader.vertexShader = shader.vertexShader.replace(
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`void main() {`,
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`varying vec2 vUv;
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varying vec2 vOffset;
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attribute vec2 offset;
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void main() {
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vUv = uv;
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vOffset = offset;
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gl_Position = projectionMatrix * modelViewMatrix * instanceMatrix * vec4(position, 1.0);`
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)
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shader.fragmentShader = `varying vec2 vUv;
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varying vec2 vOffset;
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//uniform sampler2D map;
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uniform vec2 tileSize;
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varying vec2 vBumpMapUvOffset;
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` + shader.fragmentShader
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shader.fragmentShader = shader.fragmentShader.replace(
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`#include <map_fragment>`,
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`#ifdef USE_MAP
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vec4 sampledDiffuseColor = texture2D(map, vUv * tileSize + vOffset * tileSize);
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#ifdef DECODE_VIDEO_TEXTURE
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// use inline sRGB decode until browsers properly support SRGB8_ALPHA8 with video textures (#26516)
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sampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );
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#endif
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diffuseColor *= sampledDiffuseColor;
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#endif`
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)
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shader.fragmentShader = shader.fragmentShader.replace(
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`#include <bumpmap_pars_fragment>`,
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`#ifdef USE_BUMPMAP
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uniform sampler2D bumpMap;
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uniform float bumpScale;
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// Bump Mapping Unparametrized Surfaces on the GPU by Morten S. Mikkelsen
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// https://mmikk.github.io/papers3d/mm_sfgrad_bump.pdf
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// Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
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vec2 dHdxy_fwd() {
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vec2 vBumpMapUvOffset = vBumpMapUv * tileSize + vOffset * tileSize;
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vec2 dSTdx = dFdx( vBumpMapUvOffset );
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vec2 dSTdy = dFdy( vBumpMapUvOffset );
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float Hll = bumpScale * texture2D( bumpMap, vBumpMapUvOffset ).x;
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float dBx = bumpScale * texture2D( bumpMap, vBumpMapUvOffset + dSTdx ).x - Hll;
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float dBy = bumpScale * texture2D( bumpMap, vBumpMapUvOffset + dSTdy ).x - Hll;
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return vec2( dBx, dBy );
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}
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vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {
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// normalize is done to ensure that the bump map looks the same regardless of the texture's scale
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vec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );
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vec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );
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vec3 vN = surf_norm; // normalized
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vec3 R1 = cross( vSigmaY, vN );
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vec3 R2 = cross( vN, vSigmaX );
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float fDet = dot( vSigmaX, R1 ) * faceDirection;
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vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );
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return normalize( abs( fDet ) * surf_norm - vGrad );
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}
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#endif`
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)
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}
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}
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