@types/three
Version:
TypeScript definitions for three
642 lines (597 loc) • 19.5 kB
TypeScript
import { Camera } from "../cameras/Camera.js";
import {
Blending,
BlendingDstFactor,
BlendingEquation,
BlendingSrcFactor,
Combine,
DepthModes,
NormalMapTypes,
Side,
StencilFunc,
StencilOp,
} from "../constants.js";
import { BufferGeometry } from "../core/BufferGeometry.js";
import { EventDispatcher } from "../core/EventDispatcher.js";
import { JSONMeta, Object3D } from "../core/Object3D.js";
import { Color, ColorRepresentation } from "../math/Color.js";
import { EulerTuple } from "../math/Euler.js";
import { Plane } from "../math/Plane.js";
import { Vector2Tuple } from "../math/Vector2.js";
import { Group } from "../objects/Group.js";
import { WebGLProgramParametersWithUniforms } from "../renderers/webgl/WebGLPrograms.js";
import { WebGLRenderer } from "../renderers/WebGLRenderer.js";
import { Scene } from "../scenes/Scene.js";
import { SourceJSON } from "../textures/Source.js";
import { TextureJSON } from "../textures/Texture.js";
export interface MaterialProperties {
/**
* The name of the material.
*/
name: string;
/**
* Defines the blending type of the material.
*
* It must be set to `CustomBlending` if custom blending properties like
* {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
* should have any effect.
*
* @default NormalBlending
*/
blending: Blending;
/**
* Defines which side of faces will be rendered - front, back or both.
*
* @default FrontSide
*/
side: Side;
/**
* If set to `true`, vertex colors should be used.
*
* The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
* four (RGBA) component color buffer attribute is used.
*
* @default false
*/
vertexColors: boolean;
/**
* Defines how transparent the material is.
* A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
*
* If the {@link Material#transparent} is not set to `true`,
* the material will remain fully opaque and this value will only affect its color.
*
* @default 1
*/
opacity: number;
/**
* Defines whether this material is transparent. This has an effect on
* rendering as transparent objects need special treatment and are rendered
* after non-transparent objects.
*
* When set to true, the extent to which the material is transparent is
* controlled by {@link Material#opacity}.
*
* @default false
*/
transparent: boolean;
/**
* Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
* {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
* a random threshold. Randomization introduces some grain or noise, but approximates alpha
* blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
*
* @default false
*/
alphaHash: boolean;
/**
* Defines the blending source factor.
*
* @default SrcAlphaFactor
*/
blendSrc: BlendingSrcFactor;
/**
* Defines the blending destination factor.
*
* @default OneMinusSrcAlphaFactor
*/
blendDst: BlendingDstFactor;
/**
* Defines the blending equation.
*
* @default AddEquation
*/
blendEquation: BlendingEquation;
/**
* Defines the blending source alpha factor.
*
* @default null
*/
blendSrcAlpha: BlendingSrcFactor | null;
/**
* Defines the blending destination alpha factor.
*
* @default null
*/
blendDstAlpha: BlendingDstFactor | null;
/**
* Defines the blending equation of the alpha channel.
*
* @default null
*/
blendEquationAlpha: BlendingEquation | null;
/**
* Represents the RGB values of the constant blend color.
*
* This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
*
* @default (0,0,0)
*/
blendColor: Color;
/**
* Represents the alpha value of the constant blend color.
*
* This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
*
* @default 0
*/
blendAlpha: number;
/**
* Defines the depth function.
*
* @default LessEqualDepth
*/
depthFunc: DepthModes;
/**
* Whether to have depth test enabled when rendering this material.
* When the depth test is disabled, the depth write will also be implicitly disabled.
*
* @default true
*/
depthTest: boolean;
/**
* Whether rendering this material has any effect on the depth buffer.
*
* When drawing 2D overlays it can be useful to disable the depth writing in
* order to layer several things together without creating z-index artifacts.
*
* @default true
*/
depthWrite: boolean;
/**
* The bit mask to use when writing to the stencil buffer.
*
* @default 0xff
*/
stencilWriteMask: number;
/**
* The stencil comparison function to use.
*
* @default AlwaysStencilFunc
*/
stencilFunc: StencilFunc;
/**
* The value to use when performing stencil comparisons or stencil operations.
*
* @default 0
*/
stencilRef: number;
/**
* The bit mask to use when comparing against the stencil buffer.
*
* @default 0xff
*/
stencilFuncMask: number;
/**
* Which stencil operation to perform when the comparison function returns `false`.
*
* @default KeepStencilOp
*/
stencilFail: StencilOp;
/**
* Which stencil operation to perform when the comparison function returns
* `true` but the depth test fails.
*
* @default KeepStencilOp
*/
stencilZFail: StencilOp;
/**
* Which stencil operation to perform when the comparison function returns
* `true` and the depth test passes.
*
* @default KeepStencilOp
*/
stencilZPass: StencilOp;
/**
* Whether stencil operations are performed against the stencil buffer. In
* order to perform writes or comparisons against the stencil buffer this
* value must be `true`.
*
* @default false
*/
stencilWrite: boolean;
/**
* User-defined clipping planes specified as THREE.Plane objects in world
* space. These planes apply to the objects this material is attached to.
* Points in space whose signed distance to the plane is negative are clipped
* (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
* be `true`.
*
* @default null
*/
clippingPlanes: Array<Plane> | null;
/**
* Changes the behavior of clipping planes so that only their intersection is
* clipped, rather than their union.
*
* @default false
*/
clipIntersection: boolean;
/**
* Defines whether to clip shadows according to the clipping planes specified
* on this material.
*
* @default false
*/
clipShadows: boolean;
/**
* Defines which side of faces cast shadows. If `null`, the side casting shadows
* is determined as follows:
*
* - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
* - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
* - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
*
* @default null
*/
shadowSide: Side | null;
/**
* Whether to render the material's color.
*
* This can be used in conjunction with {@link Object3D#renderOder} to create invisible
* objects that occlude other objects.
*
* @default true
*/
colorWrite: boolean;
/**
* Override the renderer's default precision for this material.
*
* @default null
*/
precision: ("highp" | "mediump" | "lowp") | null;
/**
* Whether to use polygon offset or not. When enabled, each fragment's depth value will
* be offset after it is interpolated from the depth values of the appropriate vertices.
* The offset is added before the depth test is performed and before the value is written
* into the depth buffer.
*
* Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
* rendering solids with highlighted edges.
*
* @default false
*/
polygonOffset: boolean;
/**
* Specifies a scale factor that is used to create a variable depth offset for each polygon.
*
* @default 0
*/
polygonOffsetFactor: number;
/**
* Is multiplied by an implementation-specific value to create a constant depth offset.
*
* @default 0
*/
polygonOffsetUnits: number;
/**
* Whether to apply dithering to the color to remove the appearance of banding.
*
* @default false
*/
dithering: boolean;
/**
* Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
* (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
* will smooth aliasing on clip plane edges and alphaTest-clipped edges.
*
* @default false
*/
alphaToCoverage: boolean;
/**
* Whether to premultiply the alpha (transparency) value.
*
* @default false
*/
premultipliedAlpha: boolean;
/**
* Whether double-sided, transparent objects should be rendered with a single pass or not.
*
* The engine renders double-sided, transparent objects with two draw calls (back faces first,
* then front faces) to mitigate transparency artifacts. There are scenarios however where this
* approach produces no quality gains but still doubles draw calls e.g. when rendering flat
* vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
* disable the two pass rendering to avoid performance issues.
*
* @default false
*/
forceSinglePass: boolean;
/**
* Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
*
* @default true
*/
allowOverride: boolean;
/**
* Defines whether 3D objects using this material are visible.
*
* @default true
*/
visible: boolean;
/**
* Defines whether this material is tone mapped according to the renderer's tone mapping setting.
*
* It is ignored when rendering to a render target or using post processing or when using
* `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
*
* @default true
*/
toneMapped: boolean;
/**
* An object that can be used to store custom data about the Material. It
* should not hold references to functions as these will not be cloned.
*/
userData: Record<string, any>;
set alphaTest(value: number);
/**
* Sets the alpha value to be used when running an alpha test. The material
* will not be rendered if the opacity is lower than this value.
*
* @default 0
*/
get alphaTest(): number;
}
export type MapColorPropertiesToColorRepresentations<T> = {
[P in keyof T]: T[P] extends Color ? ColorRepresentation : T[P];
};
// eslint-disable-next-line @typescript-eslint/no-empty-interface
export interface MaterialParameters extends Partial<MapColorPropertiesToColorRepresentations<MaterialProperties>> {}
export interface MaterialJSON {
metadata: { version: number; type: string; generator: string };
uuid: string;
type: string;
name?: string;
color?: number;
roughness?: number;
metalness?: number;
sheen?: number;
sheenColor?: number;
sheenRoughness?: number;
emissive?: number;
emissiveIntensity?: number;
specular?: number;
specularIntensity?: number;
specularColor?: number;
shininess?: number;
clearcoat?: number;
clearcoatRoughness?: number;
clearcoatMap?: string;
clearcoatRoughnessMap?: string;
clearcoatNormalMap?: string;
clearcoatNormalScale?: Vector2Tuple;
dispersion?: number;
iridescence?: number;
iridescenceIOR?: number;
iridescenceThicknessRange?: number;
iridescenceMap?: string;
iridescenceThicknessMap?: string;
anisotropy?: number;
anisotropyRotation?: number;
anisotropyMap?: string;
map?: string;
matcap?: string;
alphaMap?: string;
lightMap?: string;
lightMapIntensity?: number;
aoMap?: string;
aoMapIntensity?: number;
bumpMap?: string;
bumpScale?: number;
normalMap?: string;
normalMapType?: NormalMapTypes;
normalScale?: Vector2Tuple;
displacementMap?: string;
displacementScale?: number;
displacementBias?: number;
roughnessMap?: string;
metalnessMap?: string;
emissiveMap?: string;
specularMap?: string;
specularIntensityMap?: string;
specularColorMap?: string;
envMap?: string;
combine?: Combine;
envMapRotation?: EulerTuple;
envMapIntensity?: number;
reflectivity?: number;
refractionRatio?: number;
gradientMap?: string;
transmission?: number;
transmissionMap?: string;
thickness?: number;
thicknessMap?: string;
attenuationDistance?: number;
attenuationColor?: number;
size?: number;
shadowSide?: number;
sizeAttenuation?: boolean;
blending?: Blending;
side?: Side;
vertexColors?: boolean;
opacity?: number;
transparent?: boolean;
blendSrc?: BlendingSrcFactor;
blendDst?: BlendingDstFactor;
blendEquation?: BlendingEquation;
blendSrcAlpha?: number | null;
blendDstAlpha?: number | null;
blendEquationAlpha?: number | null;
blendColor?: number;
blendAlpha?: number;
depthFunc?: DepthModes;
depthTest?: boolean;
depthWrite?: boolean;
colorWrite?: boolean;
stencilWriteMask?: number;
stencilFunc?: StencilFunc;
stencilRef?: number;
stencilFuncMask?: number;
stencilFail?: StencilOp;
stencilZFail?: StencilOp;
stencilZPass?: StencilOp;
stencilWrite?: boolean;
rotation?: number;
polygonOffset?: boolean;
polygonOffsetFactor?: number;
polygonOffsetUnits?: number;
linewidth?: number;
dashSize?: number;
gapSize?: number;
scale?: number;
dithering?: boolean;
alphaTest?: number;
alphaHash?: boolean;
alphaToCoverage?: boolean;
premultipliedAlpha?: boolean;
forceSinglePass?: boolean;
wireframe?: boolean;
wireframeLinewidth?: number;
wireframeLinecap?: string;
wireframeLinejoin?: string;
flatShading?: boolean;
visible?: boolean;
toneMapped?: boolean;
fog?: boolean;
userData?: Record<string, unknown>;
textures?: Array<Omit<TextureJSON, "metadata">>;
images?: SourceJSON[];
}
/**
* Abstract base class for materials.
*
* Materials define the appearance of renderable 3D objects.
*
* @abstract
*/
export class Material extends EventDispatcher<{ dispose: {} }> {
/**
* This flag can be used for type testing.
*
* @default true
*/
readonly isMaterial: boolean;
/**
* The UUID of the material.
*/
readonly uuid: string;
/**
* The type property is used for detecting the object type
* in context of serialization/deserialization.
*/
readonly type: string;
/**
* This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
*
* @default 0
*/
readonly version: number;
/**
* An optional callback that is executed immediately before the material is used to render a 3D object.
*
* This method can only be used when rendering with {@link WebGLRenderer}.
*
* @param {WebGLRenderer} renderer - The renderer.
* @param {Scene} scene - The scene.
* @param {Camera} camera - The camera that is used to render the scene.
* @param {BufferGeometry} geometry - The 3D object's geometry.
* @param {Object3D} object - The 3D object.
* @param {Object} group - The geometry group data.
*/
onBeforeRender(
renderer: WebGLRenderer,
scene: Scene,
camera: Camera,
geometry: BufferGeometry,
object: Object3D,
group: Group,
): void;
/**
* An optional callback that is executed immediately before the shader
* program is compiled. This function is called with the shader source code
* as a parameter. Useful for the modification of built-in materials.
*
* This method can only be used when rendering with {@link WebGLRenderer}. The
* recommended approach when customizing materials is to use `WebGPURenderer` with the new
* Node Material system and [TSL]{@link https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language}.
*
* @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
* @param {WebGLRenderer} renderer - A reference to the renderer.
*/
onBeforeCompile(parameters: WebGLProgramParametersWithUniforms, renderer: WebGLRenderer): void;
/**
* In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
* values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
* shader or recompile the shader for this material as needed.
*
* This method can only be used when rendering with {@link WebGLRenderer}.
*
* @return {string} The custom program cache key.
*/
customProgramCacheKey(): string;
/**
* This method can be used to set default values from parameter objects.
* It is a generic implementation so it can be used with different types
* of materials.
*
* @param {Object} [values] - The material values to set.
*/
setValues(values?: MaterialParameters): void;
/**
* Serializes the material into JSON.
*
* @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
* @return {Object} A JSON object representing the serialized material.
* @see {@link ObjectLoader#parse}
*/
toJSON(meta?: JSONMeta): MaterialJSON;
/**
* Returns a new material with copied values from this instance.
*
* @return {Material} A clone of this instance.
*/
clone(): this;
/**
* Copies the values of the given material to this instance.
*
* @param {Material} source - The material to copy.
* @return {Material} A reference to this instance.
*/
copy(source: Material): this;
/**
* Frees the GPU-related resources allocated by this instance. Call this
* method whenever this instance is no longer used in your app.
*
* @fires Material#dispose
*/
dispose(): void;
/**
* Setting this property to `true` indicates the engine the material
* needs to be recompiled.
*
* @default false
* @param {boolean} value
*/
set needsUpdate(value: boolean);
}
// eslint-disable-next-line @typescript-eslint/no-empty-interface
export interface Material extends MaterialProperties {}