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@openhps/core

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Open Hybrid Positioning System - Core component

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import NodeMaterial from './NodeMaterial.js'; import { materialLightMap } from '../../nodes/accessors/MaterialNode.js'; import BasicEnvironmentNode from '../../nodes/lighting/BasicEnvironmentNode.js'; import BasicLightMapNode from '../../nodes/lighting/BasicLightMapNode.js'; import BasicLightingModel from '../../nodes/functions/BasicLightingModel.js'; import { normalView } from '../../nodes/accessors/Normal.js'; import { diffuseColor } from '../../nodes/core/PropertyNode.js'; import { MeshBasicMaterial } from '../MeshBasicMaterial.js'; const _defaultValues = /*@__PURE__*/new MeshBasicMaterial(); /** * Node material version of {@link MeshBasicMaterial}. * * @augments NodeMaterial */ class MeshBasicNodeMaterial extends NodeMaterial { static get type() { return 'MeshBasicNodeMaterial'; } /** * Constructs a new mesh basic node material. * * @param {Object} [parameters] - The configuration parameter. */ constructor(parameters) { super(); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isMeshBasicNodeMaterial = true; /** * Although the basic material is by definition unlit, we set * this property to `true` since we use a lighting model to compute * the outgoing light of the fragment shader. * * @type {boolean} * @default true */ this.lights = true; this.setDefaultValues(_defaultValues); this.setValues(parameters); } /** * Basic materials are not affected by normal and bump maps so we * return by default {@link normalView}. * * @return {Node<vec3>} The normal node. */ setupNormal() { return normalView; // see #28839 } /** * Overwritten since this type of material uses {@link BasicEnvironmentNode} * to implement the default environment mapping. * * @param {NodeBuilder} builder - The current node builder. * @return {?BasicEnvironmentNode<vec3>} The environment node. */ setupEnvironment(builder) { const envNode = super.setupEnvironment(builder); return envNode ? new BasicEnvironmentNode(envNode) : null; } /** * This method must be overwritten since light maps are evaluated * with a special scaling factor for basic materials. * * @param {NodeBuilder} builder - The current node builder. * @return {?BasicLightMapNode<vec3>} The light map node. */ setupLightMap(builder) { let node = null; if (builder.material.lightMap) { node = new BasicLightMapNode(materialLightMap); } return node; } /** * The material overwrites this method because `lights` is set to `true` but * we still want to return the diffuse color as the outgoing light. * * @return {Node<vec3>} The outgoing light node. */ setupOutgoingLight() { return diffuseColor.rgb; } /** * Setups the lighting model. * * @return {BasicLightingModel} The lighting model. */ setupLightingModel() { return new BasicLightingModel(); } } export default MeshBasicNodeMaterial;