MCP 3D Printer Server

by DMontgomery40
Verified
import Node from '../core/Node.js'; import { reference } from './ReferenceNode.js'; import { materialReference } from './MaterialReferenceNode.js'; import { normalView } from './Normal.js'; import { nodeImmutable, float, vec2, vec3, mat2 } from '../tsl/TSLBase.js'; import { uniform } from '../core/UniformNode.js'; import { normalMap } from '../display/NormalMapNode.js'; import { bumpMap } from '../display/BumpMapNode.js'; import { Vector2 } from '../../math/Vector2.js'; /** @module MaterialNode **/ const _propertyCache = new Map(); /** * This class should simplify the node access to material properties. * It internal uses reference nodes to make sure changes to material * properties are automatically reflected to predefined TSL objects * like e.g. `materialColor`. * * @augments Node */ class MaterialNode extends Node { static get type() { return 'MaterialNode'; } /** * Constructs a new material node. * * @param {String} scope - The scope defines what kind of material property is referred by the node. */ constructor( scope ) { super(); /** * The scope defines what material property is referred by the node. * * @type {String} */ this.scope = scope; } /** * Returns a cached reference node for the given property and type. * * @param {String} property - The name of the material property. * @param {String} type - The uniform type of the property. * @return {MaterialReferenceNode} A material reference node representing the property access. */ getCache( property, type ) { let node = _propertyCache.get( property ); if ( node === undefined ) { node = materialReference( property, type ); _propertyCache.set( property, node ); } return node; } /** * Returns a float-typed material reference node for the given property name. * * @param {String} property - The name of the material property. * @return {MaterialReferenceNode<float>} A material reference node representing the property access. */ getFloat( property ) { return this.getCache( property, 'float' ); } /** * Returns a color-typed material reference node for the given property name. * * @param {String} property - The name of the material property. * @return {MaterialReferenceNode<color>} A material reference node representing the property access. */ getColor( property ) { return this.getCache( property, 'color' ); } /** * Returns a texture-typed material reference node for the given property name. * * @param {String} property - The name of the material property. * @return {MaterialReferenceNode} A material reference node representing the property access. */ getTexture( property ) { return this.getCache( property === 'map' ? 'map' : property + 'Map', 'texture' ); } /** * The node setup is done depending on the selected scope. Multiple material properties * might be grouped into a single node composition if they logically belong together. * * @param {NodeBuilder} builder - The current node builder. * @return {Node} The node representing the selected scope. */ setup( builder ) { const material = builder.context.material; const scope = this.scope; let node = null; if ( scope === MaterialNode.COLOR ) { const colorNode = material.color !== undefined ? this.getColor( scope ) : vec3(); if ( material.map && material.map.isTexture === true ) { node = colorNode.mul( this.getTexture( 'map' ) ); } else { node = colorNode; } } else if ( scope === MaterialNode.OPACITY ) { const opacityNode = this.getFloat( scope ); if ( material.alphaMap && material.alphaMap.isTexture === true ) { node = opacityNode.mul( this.getTexture( 'alpha' ) ); } else { node = opacityNode; } } else if ( scope === MaterialNode.SPECULAR_STRENGTH ) { if ( material.specularMap && material.specularMap.isTexture === true ) { node = this.getTexture( 'specular' ).r; } else { node = float( 1 ); } } else if ( scope === MaterialNode.SPECULAR_INTENSITY ) { const specularIntensityNode = this.getFloat( scope ); if ( material.specularIntensityMap && material.specularIntensityMap.isTexture === true ) { node = specularIntensityNode.mul( this.getTexture( scope ).a ); } else { node = specularIntensityNode; } } else if ( scope === MaterialNode.SPECULAR_COLOR ) { const specularColorNode = this.getColor( scope ); if ( material.specularColorMap && material.specularColorMap.isTexture === true ) { node = specularColorNode.mul( this.getTexture( scope ).rgb ); } else { node = specularColorNode; } } else if ( scope === MaterialNode.ROUGHNESS ) { // TODO: cleanup similar branches const roughnessNode = this.getFloat( scope ); if ( material.roughnessMap && material.roughnessMap.isTexture === true ) { node = roughnessNode.mul( this.getTexture( scope ).g ); } else { node = roughnessNode; } } else if ( scope === MaterialNode.METALNESS ) { const metalnessNode = this.getFloat( scope ); if ( material.metalnessMap && material.metalnessMap.isTexture === true ) { node = metalnessNode.mul( this.getTexture( scope ).b ); } else { node = metalnessNode; } } else if ( scope === MaterialNode.EMISSIVE ) { const emissiveIntensityNode = this.getFloat( 'emissiveIntensity' ); const emissiveNode = this.getColor( scope ).mul( emissiveIntensityNode ); if ( material.emissiveMap && material.emissiveMap.isTexture === true ) { node = emissiveNode.mul( this.getTexture( scope ) ); } else { node = emissiveNode; } } else if ( scope === MaterialNode.NORMAL ) { if ( material.normalMap ) { node = normalMap( this.getTexture( 'normal' ), this.getCache( 'normalScale', 'vec2' ) ); node.normalMapType = material.normalMapType; } else if ( material.bumpMap ) { node = bumpMap( this.getTexture( 'bump' ).r, this.getFloat( 'bumpScale' ) ); } else { node = normalView; } } else if ( scope === MaterialNode.CLEARCOAT ) { const clearcoatNode = this.getFloat( scope ); if ( material.clearcoatMap && material.clearcoatMap.isTexture === true ) { node = clearcoatNode.mul( this.getTexture( scope ).r ); } else { node = clearcoatNode; } } else if ( scope === MaterialNode.CLEARCOAT_ROUGHNESS ) { const clearcoatRoughnessNode = this.getFloat( scope ); if ( material.clearcoatRoughnessMap && material.clearcoatRoughnessMap.isTexture === true ) { node = clearcoatRoughnessNode.mul( this.getTexture( scope ).r ); } else { node = clearcoatRoughnessNode; } } else if ( scope === MaterialNode.CLEARCOAT_NORMAL ) { if ( material.clearcoatNormalMap ) { node = normalMap( this.getTexture( scope ), this.getCache( scope + 'Scale', 'vec2' ) ); } else { node = normalView; } } else if ( scope === MaterialNode.SHEEN ) { const sheenNode = this.getColor( 'sheenColor' ).mul( this.getFloat( 'sheen' ) ); // Move this mul() to CPU if ( material.sheenColorMap && material.sheenColorMap.isTexture === true ) { node = sheenNode.mul( this.getTexture( 'sheenColor' ).rgb ); } else { node = sheenNode; } } else if ( scope === MaterialNode.SHEEN_ROUGHNESS ) { const sheenRoughnessNode = this.getFloat( scope ); if ( material.sheenRoughnessMap && material.sheenRoughnessMap.isTexture === true ) { node = sheenRoughnessNode.mul( this.getTexture( scope ).a ); } else { node = sheenRoughnessNode; } node = node.clamp( 0.07, 1.0 ); } else if ( scope === MaterialNode.ANISOTROPY ) { if ( material.anisotropyMap && material.anisotropyMap.isTexture === true ) { const anisotropyPolar = this.getTexture( scope ); const anisotropyMat = mat2( materialAnisotropyVector.x, materialAnisotropyVector.y, materialAnisotropyVector.y.negate(), materialAnisotropyVector.x ); node = anisotropyMat.mul( anisotropyPolar.rg.mul( 2.0 ).sub( vec2( 1.0 ) ).normalize().mul( anisotropyPolar.b ) ); } else { node = materialAnisotropyVector; } } else if ( scope === MaterialNode.IRIDESCENCE_THICKNESS ) { const iridescenceThicknessMaximum = reference( '1', 'float', material.iridescenceThicknessRange ); if ( material.iridescenceThicknessMap ) { const iridescenceThicknessMinimum = reference( '0', 'float', material.iridescenceThicknessRange ); node = iridescenceThicknessMaximum.sub( iridescenceThicknessMinimum ).mul( this.getTexture( scope ).g ).add( iridescenceThicknessMinimum ); } else { node = iridescenceThicknessMaximum; } } else if ( scope === MaterialNode.TRANSMISSION ) { const transmissionNode = this.getFloat( scope ); if ( material.transmissionMap ) { node = transmissionNode.mul( this.getTexture( scope ).r ); } else { node = transmissionNode; } } else if ( scope === MaterialNode.THICKNESS ) { const thicknessNode = this.getFloat( scope ); if ( material.thicknessMap ) { node = thicknessNode.mul( this.getTexture( scope ).g ); } else { node = thicknessNode; } } else if ( scope === MaterialNode.IOR ) { node = this.getFloat( scope ); } else if ( scope === MaterialNode.LIGHT_MAP ) { node = this.getTexture( scope ).rgb.mul( this.getFloat( 'lightMapIntensity' ) ); } else if ( scope === MaterialNode.AO ) { node = this.getTexture( scope ).r.sub( 1.0 ).mul( this.getFloat( 'aoMapIntensity' ) ).add( 1.0 ); } else { const outputType = this.getNodeType( builder ); node = this.getCache( scope, outputType ); } return node; } } MaterialNode.ALPHA_TEST = 'alphaTest'; MaterialNode.COLOR = 'color'; MaterialNode.OPACITY = 'opacity'; MaterialNode.SHININESS = 'shininess'; MaterialNode.SPECULAR = 'specular'; MaterialNode.SPECULAR_STRENGTH = 'specularStrength'; MaterialNode.SPECULAR_INTENSITY = 'specularIntensity'; MaterialNode.SPECULAR_COLOR = 'specularColor'; MaterialNode.REFLECTIVITY = 'reflectivity'; MaterialNode.ROUGHNESS = 'roughness'; MaterialNode.METALNESS = 'metalness'; MaterialNode.NORMAL = 'normal'; MaterialNode.CLEARCOAT = 'clearcoat'; MaterialNode.CLEARCOAT_ROUGHNESS = 'clearcoatRoughness'; MaterialNode.CLEARCOAT_NORMAL = 'clearcoatNormal'; MaterialNode.EMISSIVE = 'emissive'; MaterialNode.ROTATION = 'rotation'; MaterialNode.SHEEN = 'sheen'; MaterialNode.SHEEN_ROUGHNESS = 'sheenRoughness'; MaterialNode.ANISOTROPY = 'anisotropy'; MaterialNode.IRIDESCENCE = 'iridescence'; MaterialNode.IRIDESCENCE_IOR = 'iridescenceIOR'; MaterialNode.IRIDESCENCE_THICKNESS = 'iridescenceThickness'; MaterialNode.IOR = 'ior'; MaterialNode.TRANSMISSION = 'transmission'; MaterialNode.THICKNESS = 'thickness'; MaterialNode.ATTENUATION_DISTANCE = 'attenuationDistance'; MaterialNode.ATTENUATION_COLOR = 'attenuationColor'; MaterialNode.LINE_SCALE = 'scale'; MaterialNode.LINE_DASH_SIZE = 'dashSize'; MaterialNode.LINE_GAP_SIZE = 'gapSize'; MaterialNode.LINE_WIDTH = 'linewidth'; MaterialNode.LINE_DASH_OFFSET = 'dashOffset'; MaterialNode.POINT_SIZE = 'size'; MaterialNode.DISPERSION = 'dispersion'; MaterialNode.LIGHT_MAP = 'light'; MaterialNode.AO = 'ao'; export default MaterialNode; /** * TSL object that represents alpha test of the current material. * * @type {Node<float>} */ export const materialAlphaTest = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ALPHA_TEST ); /** * TSL object that represents the diffuse color of the current material. * The value is composed via `color` * `map`. * * @type {Node<vec3>} */ export const materialColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.COLOR ); /** * TSL object that represents the shininess of the current material. * * @type {Node<float>} */ export const materialShininess = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHININESS ); /** * TSL object that represents the emissive color of the current material. * The value is composed via `emissive` * `emissiveIntensity` * `emissiveMap`. * * @type {Node<vec3>} */ export const materialEmissive = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.EMISSIVE ); /** * TSL object that represents the opacity of the current material. * The value is composed via `opacity` * `alphaMap`. * * @type {Node<float>} */ export const materialOpacity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.OPACITY ); /** * TSL object that represents the specular of the current material. * * @type {Node<vec3>} */ export const materialSpecular = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR ); /** * TSL object that represents the specular intensity of the current material. * The value is composed via `specularIntensity` * `specularMap.a`. * * @type {Node<float>} */ export const materialSpecularIntensity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_INTENSITY ); /** * TSL object that represents the specular color of the current material. * The value is composed via `specularColor` * `specularMap.rgb`. * * @type {Node<vec3>} */ export const materialSpecularColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_COLOR ); /** * TSL object that represents the specular strength of the current material. * The value is composed via `specularMap.r`. * * @type {Node<float>} */ export const materialSpecularStrength = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SPECULAR_STRENGTH ); /** * TSL object that represents the reflectivity of the current material. * * @type {Node<float>} */ export const materialReflectivity = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.REFLECTIVITY ); /** * TSL object that represents the roughness of the current material. * The value is composed via `roughness` * `roughnessMap.g`. * * @type {Node<float>} */ export const materialRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROUGHNESS ); /** * TSL object that represents the metalness of the current material. * The value is composed via `metalness` * `metalnessMap.b`. * * @type {Node<float>} */ export const materialMetalness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.METALNESS ); /** * TSL object that represents the normal of the current material. * The value will be either `normalMap` * `normalScale`, `bumpMap` * `bumpScale` or `normalView`. * * @type {Node<vec3>} */ export const materialNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.NORMAL ); /** * TSL object that represents the clearcoat of the current material. * The value is composed via `clearcoat` * `clearcoatMap.r` * * @type {Node<float>} */ export const materialClearcoat = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT ); /** * TSL object that represents the clearcoat roughness of the current material. * The value is composed via `clearcoatRoughness` * `clearcoatRoughnessMap.r`. * * @type {Node<float>} */ export const materialClearcoatRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_ROUGHNESS ); /** * TSL object that represents the clearcoat normal of the current material. * The value will be either `clearcoatNormalMap` or `normalView`. * * @type {Node<vec3>} */ export const materialClearcoatNormal = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.CLEARCOAT_NORMAL ); /** * TSL object that represents the rotation of the current sprite material. * * @type {Node<float>} */ export const materialRotation = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ROTATION ); /** * TSL object that represents the sheen color of the current material. * The value is composed via `sheen` * `sheenColor` * `sheenColorMap`. * * @type {Node<vec3>} */ export const materialSheen = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN ); /** * TSL object that represents the sheen roughness of the current material. * The value is composed via `sheenRoughness` * `sheenRoughnessMap.a`. * * @type {Node<float>} */ export const materialSheenRoughness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.SHEEN_ROUGHNESS ); /** * TSL object that represents the anisotropy of the current material. * * @type {Node<vec2>} */ export const materialAnisotropy = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ANISOTROPY ); /** * TSL object that represents the iridescence of the current material. * * @type {Node<float>} */ export const materialIridescence = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE ); /** * TSL object that represents the iridescence IOR of the current material. * * @type {Node<float>} */ export const materialIridescenceIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_IOR ); /** * TSL object that represents the iridescence thickness of the current material. * * @type {Node<float>} */ export const materialIridescenceThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IRIDESCENCE_THICKNESS ); /** * TSL object that represents the transmission of the current material. * The value is composed via `transmission` * `transmissionMap.r`. * * @type {Node<float>} */ export const materialTransmission = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.TRANSMISSION ); /** * TSL object that represents the thickness of the current material. * The value is composed via `thickness` * `thicknessMap.g`. * * @type {Node<float>} */ export const materialThickness = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.THICKNESS ); /** * TSL object that represents the IOR of the current material. * * @type {Node<float>} */ export const materialIOR = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.IOR ); /** * TSL object that represents the attenuation distance of the current material. * * @type {Node<float>} */ export const materialAttenuationDistance = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_DISTANCE ); /** * TSL object that represents the attenuation color of the current material. * * @type {Node<vec3>} */ export const materialAttenuationColor = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.ATTENUATION_COLOR ); /** * TSL object that represents the scale of the current dashed line material. * * @type {Node<float>} */ export const materialLineScale = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_SCALE ); /** * TSL object that represents the dash size of the current dashed line material. * * @type {Node<float>} */ export const materialLineDashSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_SIZE ); /** * TSL object that represents the gap size of the current dashed line material. * * @type {Node<float>} */ export const materialLineGapSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_GAP_SIZE ); /** * TSL object that represents the line width of the current line material. * * @type {Node<float>} */ export const materialLineWidth = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_WIDTH ); /** * TSL object that represents the dash offset of the current line material. * * @type {Node<float>} */ export const materialLineDashOffset = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LINE_DASH_OFFSET ); /** * TSL object that represents the point size of the current points material. * * @type {Node<float>} */ export const materialPointSize = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.POINT_SIZE ); /** * TSL object that represents the dispersion of the current material. * * @type {Node<float>} */ export const materialDispersion = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.DISPERSION ); /** * TSL object that represents the light map of the current material. * The value is composed via `lightMapIntensity` * `lightMap.rgb`. * * @type {Node<vec3>} */ export const materialLightMap = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.LIGHT_MAP ); /** * TSL object that represents the ambient occlusion map of the current material. * The value is composed via `aoMap.r` - 1 * `aoMapIntensity` + 1. * * @type {Node<float>} */ export const materialAO = /*@__PURE__*/ nodeImmutable( MaterialNode, MaterialNode.AO ); /** * TSL object that represents the anisotropy vector of the current material. * * @type {Node<vec2>} */ export const materialAnisotropyVector = /*@__PURE__*/ uniform( new Vector2() ).onReference( function ( frame ) { return frame.material; } ).onRenderUpdate( function ( { material } ) { this.value.set( material.anisotropy * Math.cos( material.anisotropyRotation ), material.anisotropy * Math.sin( material.anisotropyRotation ) ); } );