Last active
February 2, 2017 23:10
Basic Custom Lambert Shader Material Extension for Forge Viewer
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
///////////////////////////////////////////////////////////////// | |
// ShaderMaterial Extension - Part 2 | |
// By Philippe Leefsma, February 2016 | |
// | |
///////////////////////////////////////////////////////////////// | |
import ShaderMaterialPanel from './Viewing.Extension.ShaderMaterial.Panel' | |
import ExtensionBase from 'Viewer.ExtensionBase' | |
// code for our previous basic shader | |
// without light computation | |
//const vertexShader = ` | |
// | |
// varying vec2 vUv; | |
// | |
// void main() { | |
// vUv = uv; | |
// gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0); | |
// } | |
//` | |
// | |
//const fragmentShader = ` | |
// | |
// uniform vec4 color; | |
// | |
// varying vec2 vUv; | |
// | |
// void main() { | |
// gl_FragColor = color; | |
// } | |
//` | |
class ShaderMaterialExtension2 extends ExtensionBase { | |
///////////////////////////////////////////////////////////////// | |
// Class constructor | |
// | |
///////////////////////////////////////////////////////////////// | |
constructor (viewer, options) { | |
super (viewer, options) | |
} | |
///////////////////////////////////////////////////////////////// | |
// Extension Id | |
// | |
///////////////////////////////////////////////////////////////// | |
static get ExtensionId() { | |
return 'Viewing.Extension.ShaderMaterial2' | |
} | |
///////////////////////////////////////////////////////////////// | |
// Load callback | |
// | |
///////////////////////////////////////////////////////////////// | |
load() { | |
this.selectionHandler = this.selectionHandler.bind(this) | |
this.viewer.addEventListener( | |
Autodesk.Viewing.AGGREGATE_SELECTION_CHANGED_EVENT, | |
this.selectionHandler) | |
// display all presets avail in shader lib | |
console.log('THREE.ShaderLib:') | |
console.log(THREE.ShaderLib) | |
const shader = THREE.ShaderLib.lambert | |
// available default uniforms | |
console.log('lambert.uniforms:') | |
console.log(shader.uniforms) | |
// available default uniforms | |
console.log('lambert.fragmentShader:') | |
console.log(shader.fragmentShader) | |
this.material = this.createShaderMaterial( | |
Object.assign({}, shader, { | |
name: 'shader-material' | |
})) | |
this.randomUpdate () | |
console.log('Viewing.Extension.ShaderMaterial2 loaded') | |
return true | |
} | |
///////////////////////////////////////////////////////////////// | |
// Unload callback | |
// | |
///////////////////////////////////////////////////////////////// | |
unload() { | |
console.log('Viewing.Extension.ShaderMaterial2 unloaded') | |
return true | |
} | |
///////////////////////////////////////////////////////////////// | |
// | |
// | |
///////////////////////////////////////////////////////////////// | |
createShaderMaterial (data) { | |
const material = new THREE.ShaderMaterial(data) | |
this._viewer.impl.matman().addMaterial( | |
data.name, material, true) | |
return material | |
} | |
///////////////////////////////////////////////////////////////// | |
// | |
// | |
///////////////////////////////////////////////////////////////// | |
selectionHandler (event) { | |
if (event.selections && event.selections.length) { | |
const selection = event.selections[0] | |
const fragIds = selection.fragIdsArray | |
this.setMaterial(fragIds, this.material) | |
this._viewer.clearSelection() | |
} | |
} | |
///////////////////////////////////////////////////////////////// | |
// | |
// | |
///////////////////////////////////////////////////////////////// | |
setMaterial(fragIds, material) { | |
const fragList = this._viewer.model.getFragmentList() | |
this.toArray(fragIds).forEach((fragId) => { | |
fragList.setMaterial(fragId, material) | |
}) | |
this._viewer.impl.invalidate(true) | |
} | |
///////////////////////////////////////////////////////////////// | |
// | |
// | |
///////////////////////////////////////////////////////////////// | |
randomUpdate() { | |
const color = new THREE.Color( | |
Math.random(), | |
Math.random(), | |
Math.random()) | |
//this.material.uniforms.specular.value = color | |
//this.material.uniforms.diffuse.value = color | |
this.material.uniforms.emissive.value = color | |
this.material.needsUpdate = true | |
this._viewer.impl.sceneUpdated(true) | |
window.setTimeout(() => this.randomUpdate(), 2000) | |
} | |
///////////////////////////////////////////////////////////////// | |
// | |
// | |
///////////////////////////////////////////////////////////////// | |
toArray (obj) { | |
return obj ? (Array.isArray(obj) ? obj : [obj]) : [] | |
} | |
} | |
Autodesk.Viewing.theExtensionManager.registerExtension( | |
ShaderMaterialExtension2.ExtensionId, | |
ShaderMaterialExtension2) |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment