246 lines
6.2 KiB
JavaScript
246 lines
6.2 KiB
JavaScript
import { TangentSpaceNormalMap } from '../constants.js';
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import { Material } from './Material.js';
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import { Vector2 } from '../math/Vector2.js';
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import { Color } from '../math/Color.js';
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/**
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* This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
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* material color and shading.
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*
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* `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
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* baked lighting. It will cast a shadow onto an object that receives shadows
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* (and shadow clipping works), but it will not self-shadow or receive
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* shadows.
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*
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* @augments Material
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* @demo scenes/material-browser.html#MeshMatcapMaterial
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*/
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class MeshMatcapMaterial extends Material {
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/**
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* Constructs a new mesh matcap 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.isMeshMatcapMaterial = true;
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this.defines = { 'MATCAP': '' };
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this.type = 'MeshMatcapMaterial';
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/**
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* Color of the material.
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*
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* @type {Color}
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* @default (1,1,1)
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*/
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this.color = new Color( 0xffffff ); // diffuse
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/**
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* The matcap map.
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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.matcap = null;
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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}. The texture map
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* color is modulated by the diffuse `color`.
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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 texture to create a bump map. The black and white values map to the
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* perceived depth in relation to the lights. Bump doesn't actually affect
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* the geometry of the object, only the lighting. If a normal map is defined
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* this will be ignored.
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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.bumpMap = null;
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/**
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* How much the bump map affects the material. Typical range is `[0,1]`.
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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.bumpScale = 1;
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/**
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* The texture to create a normal map. The RGB values affect the surface
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* normal for each pixel fragment and change the way the color is lit. Normal
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* maps do not change the actual shape of the surface, only the lighting. In
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* case the material has a normal map authored using the left handed
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* convention, the `y` component of `normalScale` should be negated to compensate
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* for the different handedness.
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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.normalMap = null;
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/**
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* The type of normal map.
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*
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* @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)}
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* @default TangentSpaceNormalMap
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*/
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this.normalMapType = TangentSpaceNormalMap;
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/**
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* How much the normal map affects the material. Typical value range is `[0,1]`.
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*
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* @type {Vector2}
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* @default (1,1)
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*/
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this.normalScale = new Vector2( 1, 1 );
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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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* 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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* 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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* Can only be used with {@link SVGRenderer}.
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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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/**
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* Whether the material is rendered with flat shading or not.
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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.flatShading = false;
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/**
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* Whether the material is affected by fog or not.
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*
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* @type {boolean}
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* @default true
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*/
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this.fog = true;
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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.defines = { 'MATCAP': '' };
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this.color.copy( source.color );
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this.matcap = source.matcap;
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this.map = source.map;
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this.bumpMap = source.bumpMap;
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this.bumpScale = source.bumpScale;
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this.normalMap = source.normalMap;
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this.normalMapType = source.normalMapType;
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this.normalScale.copy( source.normalScale );
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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.alphaMap = source.alphaMap;
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this.wireframe = source.wireframe;
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this.wireframeLinewidth = source.wireframeLinewidth;
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this.flatShading = source.flatShading;
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this.fog = source.fog;
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return this;
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}
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}
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export { MeshMatcapMaterial };
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