Buckets:
| import { MultiplyOperation, TangentSpaceNormalMap } from '../constants.js'; | |
| import { Material } from './Material.js'; | |
| import { Vector2 } from '../math/Vector2.js'; | |
| import { Color } from '../math/Color.js'; | |
| import { Euler } from '../math/Euler.js'; | |
| /** | |
| * A material for shiny surfaces with specular highlights. | |
| * | |
| * The material uses a non-physically based [Blinn-Phong]{@link https://en.wikipedia.org/wiki/Blinn-Phong_shading_model} | |
| * model for calculating reflectance. Unlike the Lambertian model used in the | |
| * {@link MeshLambertMaterial} this can simulate shiny surfaces with specular | |
| * highlights (such as varnished wood). `MeshPhongMaterial` uses per-fragment shading. | |
| * | |
| * Performance will generally be greater when using this material over the | |
| * {@link MeshStandardMaterial} or {@link MeshPhysicalMaterial}, at the cost of | |
| * some graphical accuracy. | |
| * | |
| * @augments Material | |
| */ | |
| class MeshPhongMaterial extends Material { | |
| /** | |
| * Constructs a new mesh phong material. | |
| * | |
| * @param {Object} [parameters] - An object with one or more properties | |
| * defining the material's appearance. Any property of the material | |
| * (including any property from inherited materials) can be passed | |
| * in here. Color values can be passed any type of value accepted | |
| * by {@link Color#set}. | |
| */ | |
| constructor( parameters ) { | |
| super(); | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| this.isMeshPhongMaterial = true; | |
| this.type = 'MeshPhongMaterial'; | |
| /** | |
| * Color of the material. | |
| * | |
| * @type {Color} | |
| * @default (1,1,1) | |
| */ | |
| this.color = new Color( 0xffffff ); // diffuse | |
| /** | |
| * Specular color of the material. The default color is set to `0x111111` (very dark grey) | |
| * | |
| * This defines how shiny the material is and the color of its shine. | |
| * | |
| * @type {Color} | |
| */ | |
| this.specular = new Color( 0x111111 ); | |
| /** | |
| * How shiny the specular highlight is; a higher value gives a sharper highlight. | |
| * | |
| * @type {number} | |
| * @default 30 | |
| */ | |
| this.shininess = 30; | |
| /** | |
| * The color map. May optionally include an alpha channel, typically combined | |
| * with {@link Material#transparent} or {@link Material#alphaTest}. The texture map | |
| * color is modulated by the diffuse `color`. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.map = null; | |
| /** | |
| * The light map. Requires a second set of UVs. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.lightMap = null; | |
| /** | |
| * Intensity of the baked light. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.lightMapIntensity = 1.0; | |
| /** | |
| * The red channel of this texture is used as the ambient occlusion map. | |
| * Requires a second set of UVs. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.aoMap = null; | |
| /** | |
| * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` | |
| * disables ambient occlusion. Where intensity is `1` and the AO map's | |
| * red channel is also `1`, ambient light is fully occluded on a surface. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.aoMapIntensity = 1.0; | |
| /** | |
| * Emissive (light) color of the material, essentially a solid color | |
| * unaffected by other lighting. | |
| * | |
| * @type {Color} | |
| * @default (0,0,0) | |
| */ | |
| this.emissive = new Color( 0x000000 ); | |
| /** | |
| * Intensity of the emissive light. Modulates the emissive color. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.emissiveIntensity = 1.0; | |
| /** | |
| * Set emissive (glow) map. The emissive map color is modulated by the | |
| * emissive color and the emissive intensity. If you have an emissive map, | |
| * be sure to set the emissive color to something other than black. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.emissiveMap = null; | |
| /** | |
| * The texture to create a bump map. The black and white values map to the | |
| * perceived depth in relation to the lights. Bump doesn't actually affect | |
| * the geometry of the object, only the lighting. If a normal map is defined | |
| * this will be ignored. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.bumpMap = null; | |
| /** | |
| * How much the bump map affects the material. Typical range is `[0,1]`. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.bumpScale = 1; | |
| /** | |
| * The texture to create a normal map. The RGB values affect the surface | |
| * normal for each pixel fragment and change the way the color is lit. Normal | |
| * maps do not change the actual shape of the surface, only the lighting. In | |
| * case the material has a normal map authored using the left handed | |
| * convention, the `y` component of `normalScale` should be negated to compensate | |
| * for the different handedness. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.normalMap = null; | |
| /** | |
| * The type of normal map. | |
| * | |
| * @type {(TangentSpaceNormalMap|ObjectSpaceNormalMap)} | |
| * @default TangentSpaceNormalMap | |
| */ | |
| this.normalMapType = TangentSpaceNormalMap; | |
| /** | |
| * How much the normal map affects the material. Typical value range is `[0,1]`. | |
| * | |
| * @type {Vector2} | |
| * @default (1,1) | |
| */ | |
| this.normalScale = new Vector2( 1, 1 ); | |
| /** | |
| * The displacement map affects the position of the mesh's vertices. Unlike | |
| * other maps which only affect the light and shade of the material the | |
| * displaced vertices can cast shadows, block other objects, and otherwise | |
| * act as real geometry. The displacement texture is an image where the value | |
| * of each pixel (white being the highest) is mapped against, and | |
| * repositions, the vertices of the mesh. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.displacementMap = null; | |
| /** | |
| * How much the displacement map affects the mesh (where black is no | |
| * displacement, and white is maximum displacement). Without a displacement | |
| * map set, this value is not applied. | |
| * | |
| * @type {number} | |
| * @default 0 | |
| */ | |
| this.displacementScale = 1; | |
| /** | |
| * The offset of the displacement map's values on the mesh's vertices. | |
| * The bias is added to the scaled sample of the displacement map. | |
| * Without a displacement map set, this value is not applied. | |
| * | |
| * @type {number} | |
| * @default 0 | |
| */ | |
| this.displacementBias = 0; | |
| /** | |
| * The specular map value affects both how much the specular surface | |
| * highlight contributes and how much of the environment map affects the | |
| * surface. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.specularMap = null; | |
| /** | |
| * The alpha map is a grayscale texture that controls the opacity across the | |
| * surface (black: fully transparent; white: fully opaque). | |
| * | |
| * Only the color of the texture is used, ignoring the alpha channel if one | |
| * exists. For RGB and RGBA textures, the renderer will use the green channel | |
| * when sampling this texture due to the extra bit of precision provided for | |
| * green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and | |
| * luminance/alpha textures will also still work as expected. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.alphaMap = null; | |
| /** | |
| * The environment map. | |
| * | |
| * @type {?Texture} | |
| * @default null | |
| */ | |
| this.envMap = null; | |
| /** | |
| * The rotation of the environment map in radians. | |
| * | |
| * @type {Euler} | |
| * @default (0,0,0) | |
| */ | |
| this.envMapRotation = new Euler(); | |
| /** | |
| * How to combine the result of the surface's color with the environment map, if any. | |
| * | |
| * When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to | |
| * blend between the two colors. | |
| * | |
| * @type {(MultiplyOperation|MixOperation|AddOperation)} | |
| * @default MultiplyOperation | |
| */ | |
| this.combine = MultiplyOperation; | |
| /** | |
| * How much the environment map affects the surface. | |
| * The valid range is between `0` (no reflections) and `1` (full reflections). | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.reflectivity = 1; | |
| /** | |
| * The index of refraction (IOR) of air (approximately 1) divided by the | |
| * index of refraction of the material. It is used with environment mapping | |
| * modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}. | |
| * The refraction ratio should not exceed `1`. | |
| * | |
| * @type {number} | |
| * @default 0.98 | |
| */ | |
| this.refractionRatio = 0.98; | |
| /** | |
| * Renders the geometry as a wireframe. | |
| * | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| this.wireframe = false; | |
| /** | |
| * Controls the thickness of the wireframe. | |
| * | |
| * Can only be used with {@link SVGRenderer}. | |
| * | |
| * @type {number} | |
| * @default 1 | |
| */ | |
| this.wireframeLinewidth = 1; | |
| /** | |
| * Defines appearance of wireframe ends. | |
| * | |
| * Can only be used with {@link SVGRenderer}. | |
| * | |
| * @type {('round'|'bevel'|'miter')} | |
| * @default 'round' | |
| */ | |
| this.wireframeLinecap = 'round'; | |
| /** | |
| * Defines appearance of wireframe joints. | |
| * | |
| * Can only be used with {@link SVGRenderer}. | |
| * | |
| * @type {('round'|'bevel'|'miter')} | |
| * @default 'round' | |
| */ | |
| this.wireframeLinejoin = 'round'; | |
| /** | |
| * Whether the material is rendered with flat shading or not. | |
| * | |
| * @type {boolean} | |
| * @default false | |
| */ | |
| this.flatShading = false; | |
| /** | |
| * Whether the material is affected by fog or not. | |
| * | |
| * @type {boolean} | |
| * @default true | |
| */ | |
| this.fog = true; | |
| this.setValues( parameters ); | |
| } | |
| copy( source ) { | |
| super.copy( source ); | |
| this.color.copy( source.color ); | |
| this.specular.copy( source.specular ); | |
| this.shininess = source.shininess; | |
| this.map = source.map; | |
| this.lightMap = source.lightMap; | |
| this.lightMapIntensity = source.lightMapIntensity; | |
| this.aoMap = source.aoMap; | |
| this.aoMapIntensity = source.aoMapIntensity; | |
| this.emissive.copy( source.emissive ); | |
| this.emissiveMap = source.emissiveMap; | |
| this.emissiveIntensity = source.emissiveIntensity; | |
| this.bumpMap = source.bumpMap; | |
| this.bumpScale = source.bumpScale; | |
| this.normalMap = source.normalMap; | |
| this.normalMapType = source.normalMapType; | |
| this.normalScale.copy( source.normalScale ); | |
| this.displacementMap = source.displacementMap; | |
| this.displacementScale = source.displacementScale; | |
| this.displacementBias = source.displacementBias; | |
| this.specularMap = source.specularMap; | |
| this.alphaMap = source.alphaMap; | |
| this.envMap = source.envMap; | |
| this.envMapRotation.copy( source.envMapRotation ); | |
| this.combine = source.combine; | |
| this.reflectivity = source.reflectivity; | |
| this.refractionRatio = source.refractionRatio; | |
| this.wireframe = source.wireframe; | |
| this.wireframeLinewidth = source.wireframeLinewidth; | |
| this.wireframeLinecap = source.wireframeLinecap; | |
| this.wireframeLinejoin = source.wireframeLinejoin; | |
| this.flatShading = source.flatShading; | |
| this.fog = source.fog; | |
| return this; | |
| } | |
| } | |
| export { MeshPhongMaterial }; | |
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