three
Version:
JavaScript 3D library
133 lines (73 loc) • 2.85 kB
JavaScript
import NodeMaterial from './NodeMaterial.js';
import { cameraProjectionMatrix } from '../../nodes/accessors/Camera.js';
import { materialRotation } from '../../nodes/accessors/MaterialNode.js';
import { modelViewMatrix, modelWorldMatrix } from '../../nodes/accessors/ModelNode.js';
import { positionLocal } from '../../nodes/accessors/Position.js';
import { rotate } from '../../nodes/utils/RotateNode.js';
import { float, vec2, vec3, vec4 } from '../../nodes/tsl/TSLBase.js';
import { SpriteMaterial } from '../SpriteMaterial.js';
import { reference } from '../../nodes/accessors/ReferenceBaseNode.js';
const _defaultValues = /*@__PURE__*/ new SpriteMaterial();
class SpriteNodeMaterial extends NodeMaterial {
static get type() {
return 'SpriteNodeMaterial';
}
constructor( parameters ) {
super();
this.isSpriteNodeMaterial = true;
this.lights = false;
this._useSizeAttenuation = true;
this.positionNode = null;
this.rotationNode = null;
this.scaleNode = null;
this.setDefaultValues( _defaultValues );
this.setValues( parameters );
}
setupPosition( { object, camera, context } ) {
const sizeAttenuation = this.sizeAttenuation;
// < VERTEX STAGE >
const { positionNode, rotationNode, scaleNode } = this;
const vertex = positionLocal;
let mvPosition = modelViewMatrix.mul( vec3( positionNode || 0 ) );
let scale = vec2( modelWorldMatrix[ 0 ].xyz.length(), modelWorldMatrix[ 1 ].xyz.length() );
if ( scaleNode !== null ) {
scale = scale.mul( scaleNode );
}
if ( ! sizeAttenuation ) {
if ( camera.isPerspectiveCamera ) {
scale = scale.mul( mvPosition.z.negate() );
} else {
const orthoScale = float( 2.0 ).div( cameraProjectionMatrix.element( 1 ).element( 1 ) );
scale = scale.mul( orthoScale.mul( 2 ) );
}
}
let alignedPosition = vertex.xy;
if ( object.center && object.center.isVector2 === true ) {
const center = reference( 'center', 'vec2' );
alignedPosition = alignedPosition.sub( center.sub( 0.5 ) );
}
alignedPosition = alignedPosition.mul( scale );
const rotation = float( rotationNode || materialRotation );
const rotatedPosition = rotate( alignedPosition, rotation );
mvPosition = vec4( mvPosition.xy.add( rotatedPosition ), mvPosition.zw );
const modelViewProjection = cameraProjectionMatrix.mul( mvPosition );
context.vertex = vertex;
return modelViewProjection;
}
copy( source ) {
this.positionNode = source.positionNode;
this.rotationNode = source.rotationNode;
this.scaleNode = source.scaleNode;
return super.copy( source );
}
get sizeAttenuation() {
return this._useSizeAttenuation;
}
set sizeAttenuation( value ) {
if ( this._useSizeAttenuation !== value ) {
this._useSizeAttenuation = value;
this.needsUpdate = true;
}
}
}
export default SpriteNodeMaterial;