MCP 3D Printer Server

by DMontgomery40
Verified
import LightingModel from '../core/LightingModel.js'; import BRDF_Lambert from './BSDF/BRDF_Lambert.js'; import { diffuseColor } from '../core/PropertyNode.js'; import { normalGeometry } from '../accessors/Normal.js'; import { Fn, float, vec2, vec3 } from '../tsl/TSLBase.js'; import { mix, smoothstep } from '../math/MathNode.js'; import { materialReference } from '../accessors/MaterialReferenceNode.js'; const getGradientIrradiance = /*@__PURE__*/ Fn( ( { normal, lightDirection, builder } ) => { // dotNL will be from -1.0 to 1.0 const dotNL = normal.dot( lightDirection ); const coord = vec2( dotNL.mul( 0.5 ).add( 0.5 ), 0.0 ); if ( builder.material.gradientMap ) { const gradientMap = materialReference( 'gradientMap', 'texture' ).context( { getUV: () => coord } ); return vec3( gradientMap.r ); } else { const fw = coord.fwidth().mul( 0.5 ); return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( float( 0.7 ).sub( fw.x ), float( 0.7 ).add( fw.x ), coord.x ) ); } } ); /** * Represents the lighting model for a toon material. Used in {@link MeshToonNodeMaterial}. * * @augments LightingModel */ class ToonLightingModel extends LightingModel { /** * Implements the direct lighting. Instead of using a conventional smooth irradiance, the irradiance is * reduced to a small number of discrete shades to create a comic-like, flat look. * * @param {Object} input - The input data. * @param {StackNode} stack - The current stack. * @param {NodeBuilder} builder - The current node builder. */ direct( { lightDirection, lightColor, reflectedLight }, stack, builder ) { const irradiance = getGradientIrradiance( { normal: normalGeometry, lightDirection, builder } ).mul( lightColor ); reflectedLight.directDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor: diffuseColor.rgb } ) ) ); } /** * Implements the indirect lighting. * * @param {ContextNode} input - The current node context. * @param {StackNode} stack - The current stack. * @param {NodeBuilder} builder - The current node builder. */ indirect( { ambientOcclusion, irradiance, reflectedLight } ) { reflectedLight.indirectDiffuse.addAssign( irradiance.mul( BRDF_Lambert( { diffuseColor } ) ) ); reflectedLight.indirectDiffuse.mulAssign( ambientOcclusion ); } } export default ToonLightingModel;