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MeshMatcapMaterial.js
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import { TangentSpaceNormalMap } from '../constants.js';
import { Material } from './Material.js';
import { Vector2 } from '../math/Vector2.js';
import { Color } from '../math/Color.js';
/**
* This material is defined by a MatCap (or Lit Sphere) texture, which encodes the
* material color and shading.
*
* `MeshMatcapMaterial` does not respond to lights since the matcap image file encodes
* baked lighting. It will cast a shadow onto an object that receives shadows
* (and shadow clipping works), but it will not self-shadow or receive
* shadows.
*
* @augments Material
*/
class MeshMatcapMaterial extends Material {
/**
* Constructs a new mesh matcap 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.isMeshMatcapMaterial = true;
this.defines = { 'MATCAP': '' };
this.type = 'MeshMatcapMaterial';
/**
* Color of the material.
*
* @type {Color}
* @default (1,1,1)
*/
this.color = new Color( 0xffffff ); // diffuse
/**
* The matcap map.
*
* @type {?Texture}
* @default null
*/
this.matcap = null;
/**
* 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 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 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;
/**
* 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.defines = { 'MATCAP': '' };
this.color.copy( source.color );
this.matcap = source.matcap;
this.map = source.map;
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.alphaMap = source.alphaMap;
this.flatShading = source.flatShading;
this.fog = source.fog;
return this;
}
}
export { MeshMatcapMaterial };