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MeshDepthMaterial.js
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import { Material } from './Material.js';
import { BasicDepthPacking } from '../constants.js';
/**
* A material for drawing geometry by depth. Depth is based off of the camera
* near and far plane. White is nearest, black is farthest.
*
* @augments Material
*/
class MeshDepthMaterial extends Material {
/**
* Constructs a new mesh depth 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.isMeshDepthMaterial = true;
this.type = 'MeshDepthMaterial';
/**
* Type for depth packing.
*
* @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
* @default BasicDepthPacking
*/
this.depthPacking = BasicDepthPacking;
/**
* The color map. May optionally include an alpha channel, typically combined
* with {@link Material#transparent} or {@link Material#alphaTest}.
*
* @type {?Texture}
* @default null
*/
this.map = 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 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;
/**
* Renders the geometry as a wireframe.
*
* @type {boolean}
* @default false
*/
this.wireframe = false;
/**
* Controls the thickness of the wireframe.
*
* WebGL and WebGPU ignore this property and always render
* 1 pixel wide lines.
*
* @type {number}
* @default 1
*/
this.wireframeLinewidth = 1;
this.setValues( parameters );
}
copy( source ) {
super.copy( source );
this.depthPacking = source.depthPacking;
this.map = source.map;
this.alphaMap = source.alphaMap;
this.displacementMap = source.displacementMap;
this.displacementScale = source.displacementScale;
this.displacementBias = source.displacementBias;
this.wireframe = source.wireframe;
this.wireframeLinewidth = source.wireframeLinewidth;
return this;
}
}
export { MeshDepthMaterial };