import { Material } from './Material.js'; import { cloneUniforms, cloneUniformsGroups } 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'; class ShaderMaterial extends Material { constructor( parameters ) { super(); this.isShaderMaterial = true; this.type = 'ShaderMaterial'; this.defines = {}; this.uniforms = {}; this.uniformsGroups = []; 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.forceSinglePass = true; 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 ], 'uv1': [ 0, 0 ] }; this.index0AttributeName = undefined; this.uniformsNeedUpdate = false; this.glslVersion = null; if ( parameters !== undefined ) { this.setValues( parameters ); } } copy( source ) { super.copy( source ); this.fragmentShader = source.fragmentShader; this.vertexShader = source.vertexShader; this.uniforms = cloneUniforms( source.uniforms ); this.uniformsGroups = cloneUniformsGroups( source.uniformsGroups ); this.defines = Object.assign( {}, source.defines ); this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.fog = source.fog; 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; data.lights = this.lights; data.clipping = this.clipping; 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; } } export { ShaderMaterial };