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import Node, { addNodeClass } from '../core/Node.js';
import { add } from '../math/OperatorNode.js';
import { normalLocal } from '../accessors/NormalNode.js';
import { positionLocal } from '../accessors/PositionNode.js';
import { texture } from '../accessors/TextureNode.js';
import { addNodeElement, nodeProxy, float, vec3 } from '../shadernode/ShaderNode.js';
class TriplanarTexturesNode extends Node {
constructor( textureXNode, textureYNode = null, textureZNode = null, scaleNode = float( 1 ), positionNode = positionLocal, normalNode = normalLocal ) {
super( 'vec4' );
this.textureXNode = textureXNode;
this.textureYNode = textureYNode;
this.textureZNode = textureZNode;
this.scaleNode = scaleNode;
this.positionNode = positionNode;
this.normalNode = normalNode;
}
setup() {
const { textureXNode, textureYNode, textureZNode, scaleNode, positionNode, normalNode } = this;
// Ref: https://github.com/keijiro/StandardTriplanar
// Blending factor of triplanar mapping
let bf = normalNode.abs().normalize();
bf = bf.div( bf.dot( vec3( 1.0 ) ) );
// Triplanar mapping
const tx = positionNode.yz.mul( scaleNode );
const ty = positionNode.zx.mul( scaleNode );
const tz = positionNode.xy.mul( scaleNode );
// Base color
const textureX = textureXNode.value;
const textureY = textureYNode !== null ? textureYNode.value : textureX;
const textureZ = textureZNode !== null ? textureZNode.value : textureX;
const cx = texture( textureX, tx ).mul( bf.x );
const cy = texture( textureY, ty ).mul( bf.y );
const cz = texture( textureZ, tz ).mul( bf.z );
return add( cx, cy, cz );
}
}
export default TriplanarTexturesNode;
export const triplanarTextures = nodeProxy( TriplanarTexturesNode );
export const triplanarTexture = ( ...params ) => triplanarTextures( ...params );
addNodeElement( 'triplanarTexture', triplanarTexture );
addNodeClass( 'TriplanarTexturesNode', TriplanarTexturesNode );