icy3dw/src/client/object/other/eyes.ts

174 lines
4.8 KiB
TypeScript

import { Color, ShaderMaterial, UniformsLib, UniformsUtils } from 'three';
import { BaseTexture } from './texture';
export const vertex = /* glsl */ `
varying vec3 vViewPosition;
varying vec2 vUv;
#include <common>
#include <uv_pars_vertex>
#include <uv2_pars_vertex>
#include <displacementmap_pars_vertex>
#include <envmap_pars_vertex>
#include <color_pars_vertex>
#include <fog_pars_vertex>
#include <normal_pars_vertex>
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
void main() {
vUv = uv;
#include <uv_vertex>
#include <uv2_vertex>
#include <color_vertex>
#include <beginnormal_vertex>
#include <morphnormal_vertex>
#include <skinbase_vertex>
#include <skinnormal_vertex>
#include <defaultnormal_vertex>
#include <normal_vertex>
#include <begin_vertex>
#include <morphtarget_vertex>
#include <skinning_vertex>
#include <displacementmap_vertex>
#include <project_vertex>
#include <logdepthbuf_vertex>
#include <clipping_planes_vertex>
vViewPosition = - mvPosition.xyz;
#include <worldpos_vertex>
#include <envmap_vertex>
#include <shadowmap_vertex>
#include <fog_vertex>
}
`;
export const fragment = /* glsl */ `
uniform vec3 emissive;
uniform vec3 specular;
uniform float shininess;
uniform sampler2D baseT;
uniform sampler2D maskT;
uniform vec3 colorMask;
varying vec2 vUv;
#include <common>
#include <packing>
#include <dithering_pars_fragment>
#include <color_pars_fragment>
#include <uv_pars_fragment>
#include <uv2_pars_fragment>
#include <map_pars_fragment>
#include <alphamap_pars_fragment>
#include <alphatest_pars_fragment>
#include <aomap_pars_fragment>
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_common_pars_fragment>
#include <envmap_pars_fragment>
#include <cube_uv_reflection_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars_begin>
#include <normal_pars_fragment>
#include <lights_phong_pars_fragment>
#include <shadowmap_pars_fragment>
#include <bumpmap_pars_fragment>
#include <normalmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_fragment>
#include <clipping_planes_pars_fragment>
void main() {
#include <clipping_planes_fragment>
vec4 baseTex = texture2D(baseT, vUv);
vec4 maskTex = texture2D(maskT, vUv);
vec3 combine = mix(baseTex.rgb, colorMask, maskTex.r);
vec4 diffuseColor = vec4( combine, 1.0 );
ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
vec3 totalEmissiveRadiance = emissive;
#include <logdepthbuf_fragment>
#include <map_fragment>
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
#include <normal_fragment_begin>
#include <normal_fragment_maps>
#include <emissivemap_fragment>
// accumulation
#include <lights_phong_fragment>
#include <lights_fragment_begin>
#include <lights_fragment_maps>
#include <lights_fragment_end>
// modulation
#include <aomap_fragment>
vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;
#include <envmap_fragment>
#include <output_fragment>
#include <tonemapping_fragment>
#include <encodings_fragment>
#include <fog_fragment>
#include <premultiplied_alpha_fragment>
#include <dithering_fragment>
}
`;
let instance: PonyEyes;
export class PonyEyes {
private base!: BaseTexture;
private mask!: BaseTexture;
public shader!: ShaderMaterial;
async initialize() {
this.base = await BaseTexture.load('/assets/eyes/eye-base.png');
this.mask = await BaseTexture.load('/assets/eyes/eye-mask.png');
this.base.texture.flipY = false;
this.mask.texture.flipY = false;
this.shader = new ShaderMaterial({
vertexShader: vertex,
fragmentShader: fragment,
lights: true,
uniforms: UniformsUtils.merge([
UniformsLib.common,
UniformsLib.specularmap,
UniformsLib.envmap,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.emissivemap,
UniformsLib.fog,
UniformsLib.lights,
{
baseT: { value: this.base.texture },
maskT: { value: this.mask.texture },
colorMask: { value: new Color(0xff0000) },
shininess: { value: 100 },
},
]),
});
}
public getShader(): ShaderMaterial {
return this.shader.clone();
}
public setColor(
shader: ShaderMaterial,
color: number | string,
): ShaderMaterial {
shader.uniforms.colorMask.value = new Color(color);
return shader;
}
public static getInstance(): PonyEyes {
if (!instance) {
instance = new PonyEyes();
}
return instance;
}
}