149 lines
3.8 KiB
JavaScript
149 lines
3.8 KiB
JavaScript
import { Material } from './Material.js';
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import { BasicDepthPacking } from '../constants.js';
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/**
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* A material for drawing geometry by depth. Depth is based off of the camera
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* near and far plane. White is nearest, black is farthest.
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*
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* @augments Material
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* @demo scenes/material-browser.html#MeshDepthMaterial
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*/
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class MeshDepthMaterial extends Material {
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/**
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* Constructs a new mesh depth material.
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*
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* @param {Object} [parameters] - An object with one or more properties
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* defining the material's appearance. Any property of the material
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* (including any property from inherited materials) can be passed
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* in here. Color values can be passed any type of value accepted
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* by {@link Color#set}.
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*/
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constructor( parameters ) {
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super();
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isMeshDepthMaterial = true;
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this.type = 'MeshDepthMaterial';
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/**
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* Type for depth packing.
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*
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* @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
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* @default BasicDepthPacking
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*/
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this.depthPacking = BasicDepthPacking;
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/**
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* The color map. May optionally include an alpha channel, typically combined
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* with {@link Material#transparent} or {@link Material#alphaTest}.
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*
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* @type {?Texture}
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* @default null
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*/
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this.map = null;
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/**
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* The alpha map is a grayscale texture that controls the opacity across the
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* surface (black: fully transparent; white: fully opaque).
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*
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* Only the color of the texture is used, ignoring the alpha channel if one
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* exists. For RGB and RGBA textures, the renderer will use the green channel
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* when sampling this texture due to the extra bit of precision provided for
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* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
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* luminance/alpha textures will also still work as expected.
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*
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* @type {?Texture}
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* @default null
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*/
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this.alphaMap = null;
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/**
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* The displacement map affects the position of the mesh's vertices. Unlike
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* other maps which only affect the light and shade of the material the
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* displaced vertices can cast shadows, block other objects, and otherwise
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* act as real geometry. The displacement texture is an image where the value
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* of each pixel (white being the highest) is mapped against, and
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* repositions, the vertices of the mesh.
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*
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* @type {?Texture}
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* @default null
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*/
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this.displacementMap = null;
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/**
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* How much the displacement map affects the mesh (where black is no
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* displacement, and white is maximum displacement). Without a displacement
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* map set, this value is not applied.
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*
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* @type {number}
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* @default 0
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*/
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this.displacementScale = 1;
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/**
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* The offset of the displacement map's values on the mesh's vertices.
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* The bias is added to the scaled sample of the displacement map.
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* Without a displacement map set, this value is not applied.
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*
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* @type {number}
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* @default 0
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*/
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this.displacementBias = 0;
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/**
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* Renders the geometry as a wireframe.
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*
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* @type {boolean}
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* @default false
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*/
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this.wireframe = false;
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/**
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* Controls the thickness of the wireframe.
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*
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* WebGL and WebGPU ignore this property and always render
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* 1 pixel wide lines.
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*
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* @type {number}
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* @default 1
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*/
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this.wireframeLinewidth = 1;
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this.setValues( parameters );
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}
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copy( source ) {
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super.copy( source );
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this.depthPacking = source.depthPacking;
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this.map = source.map;
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this.alphaMap = source.alphaMap;
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this.displacementMap = source.displacementMap;
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this.displacementScale = source.displacementScale;
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this.displacementBias = source.displacementBias;
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this.wireframe = source.wireframe;
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this.wireframeLinewidth = source.wireframeLinewidth;
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return this;
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}
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}
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export { MeshDepthMaterial };
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