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aframe

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A web framework for building virtual reality experiences.

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import * as THREE from 'three'; import * as utils from '../utils/index.js'; import { registerComponent } from '../core/component.js'; import { shaders, shaderNames } from '../core/shader.js'; var error = utils.debug('components:material:error'); /** * Material component. * * @member {object} shader - Determines how material is shaded. Defaults to `standard`, * three.js's implementation of PBR. Another standard shading model is `flat` which * uses MeshBasicMaterial. */ export var Component = registerComponent('material', { schema: { alphaTest: {default: 0.0, min: 0.0, max: 1.0}, depthTest: {default: true}, depthWrite: {default: true}, flatShading: {default: false}, npot: {default: false}, offset: {type: 'vec2', default: {x: 0, y: 0}}, opacity: {default: 1.0, min: 0.0, max: 1.0}, repeat: {type: 'vec2', default: {x: 1, y: 1}}, shader: {default: 'standard', oneOf: shaderNames, schemaChange: true}, side: {default: 'front', oneOf: ['front', 'back', 'double']}, transparent: {default: false}, vertexColorsEnabled: {default: false}, visible: {default: true}, blending: {default: 'normal', oneOf: ['none', 'normal', 'additive', 'subtractive', 'multiply']}, dithering: {default: true}, anisotropy: {default: 0, min: 0} }, init: function () { this.material = null; }, /** * Update or create material. * * @param {object|null} oldData */ update: function (oldData) { var data = this.data; if (!this.shader || data.shader !== oldData.shader) { this.updateShader(data.shader); } this.shader.update(this.data); this.updateMaterial(oldData); }, updateSchema: function (data) { var currentShader; var newShader; var schema; var shader; newShader = data && data.shader; currentShader = this.oldData && this.oldData.shader; shader = newShader || currentShader; schema = shaders[shader] && shaders[shader].schema; if (!schema) { error('Unknown shader schema ' + shader); } if (currentShader && newShader === currentShader) { return; } this.extendSchema(schema); this.updateBehavior(); }, updateBehavior: function () { var key; var sceneEl = this.el.sceneEl; var schema = this.schema; var self = this; var tickProperties; function tickTime (time, delta) { var key; for (key in tickProperties) { tickProperties[key] = time; } self.shader.update(tickProperties); } this.tick = undefined; tickProperties = {}; for (key in schema) { if (schema[key].type === 'time') { this.tick = tickTime; tickProperties[key] = true; } } if (!sceneEl) { return; } if (this.tick) { sceneEl.addBehavior(this); } else { sceneEl.removeBehavior(this); } }, updateShader: function (shaderName) { var data = this.data; var Shader = shaders[shaderName] && shaders[shaderName].Shader; var shaderInstance; if (!Shader) { throw new Error('Unknown shader ' + shaderName); } // Get material from A-Frame shader. shaderInstance = this.shader = new Shader(); shaderInstance.el = this.el; shaderInstance.init(data); this.setMaterial(shaderInstance.material); this.updateSchema(data); }, /** * Set and update base material properties. * Set `needsUpdate` when needed. */ updateMaterial: function (oldData) { var data = this.data; var material = this.material; var oldDataHasKeys; // Base material properties. material.alphaTest = data.alphaTest; material.depthTest = data.depthTest !== false; material.depthWrite = data.depthWrite !== false; material.opacity = data.opacity; material.flatShading = data.flatShading; material.side = parseSide(data.side); material.transparent = data.transparent !== false || data.opacity < 1.0; material.vertexColors = data.vertexColorsEnabled; material.visible = data.visible; material.blending = parseBlending(data.blending); material.dithering = data.dithering; // Check if material needs update. for (oldDataHasKeys in oldData) { break; } if (oldDataHasKeys && (oldData.alphaTest !== data.alphaTest || oldData.side !== data.side || oldData.vertexColorsEnabled !== data.vertexColorsEnabled)) { material.needsUpdate = true; } }, /** * Remove material on remove (callback). * Dispose of it from memory and unsubscribe from scene updates. */ remove: function () { var defaultMaterial = new THREE.MeshBasicMaterial(); var material = this.material; var object3D = this.el.getObject3D('mesh'); if (object3D) { object3D.material = defaultMaterial; } disposeMaterial(material, this.system); }, /** * (Re)create new material. Has side-effects of setting `this.material` and updating * material registration in scene. * * @param {THREE.Material} material - Material to register. */ setMaterial: function (material) { var el = this.el; var mesh; var system = this.system; if (this.material) { disposeMaterial(this.material, system); } this.material = material; system.registerMaterial(material); // Set on mesh. If mesh does not exist, wait for it. mesh = el.getObject3D('mesh'); if (mesh) { mesh.material = material; } else { el.addEventListener('object3dset', function waitForMesh (evt) { if (evt.detail.type !== 'mesh' || evt.target !== el) { return; } el.getObject3D('mesh').material = material; el.removeEventListener('object3dset', waitForMesh); }); } } }); /** * Return a three.js constant determining which material face sides to render * based on the side parameter (passed as a component property). * * @param {string} [side=front] - `front`, `back`, or `double`. * @returns {number} THREE.FrontSide, THREE.BackSide, or THREE.DoubleSide. */ function parseSide (side) { switch (side) { case 'back': { return THREE.BackSide; } case 'double': { return THREE.DoubleSide; } default: { // Including case `front`. return THREE.FrontSide; } } } /** * Return a three.js constant determining blending * * @param {string} [blending=normal] - `none`, additive`, `subtractive`,`multiply` or `normal`. * @returns {number} */ function parseBlending (blending) { switch (blending) { case 'none': { return THREE.NoBlending; } case 'additive': { return THREE.AdditiveBlending; } case 'subtractive': { return THREE.SubtractiveBlending; } case 'multiply': { return THREE.MultiplyBlending; } default: { return THREE.NormalBlending; } } } /** * Dispose of material from memory and unsubscribe material from scene updates like fog. */ function disposeMaterial (material, system) { material.dispose(); system.unregisterMaterial(material); // Dispose textures on this material Object.keys(material) .filter(function (propName) { return material[propName] && material[propName].isTexture; }) .forEach(function (mapName) { material[mapName].dispose(); }); }