import TempNode from '../core/TempNode.js'; import ModelNode from '../accessors/ModelNode.js'; import { ShaderNode, positionView, normalView, uv, vec3, add, sub, mul, dFdx, dFdy, cross, max, dot, normalize, inversesqrt, faceDirection } from '../shadernode/ShaderNodeBaseElements.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, 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 = 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; } construct() { const { normalMapType, scaleNode } = this; const normalOP = mul( this.node, 2.0 ); let normalMap = sub( normalOP, 1.0 ); if ( scaleNode !== null ) { const normalMapScale = mul( normalMap.xy, scaleNode ); normalMap = vec3( normalMapScale, normalMap.z ); } let outputNode = null; if ( normalMapType === ObjectSpaceNormalMap ) { const vertexNormalNode = mul( new ModelNode( ModelNode.NORMAL_MATRIX ), normalMap ); outputNode = normalize( vertexNormalNode ); } else if ( normalMapType === TangentSpaceNormalMap ) { outputNode = perturbNormal2ArbNode.call( { eye_pos: positionView, surf_norm: normalView, mapN: normalMap, uv: uv() } ); } return outputNode; } } export default NormalMapNode;