three
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JavaScript 3D library
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JavaScript
import { Color } from '../math/Color.js';
import { EventDispatcher } from '../core/EventDispatcher.js';
import { FrontSide, NormalBlending, LessEqualDepth, AddEquation, OneMinusSrcAlphaFactor, SrcAlphaFactor, AlwaysStencilFunc, KeepStencilOp } from '../constants.js';
import { generateUUID } from '../math/MathUtils.js';
let _materialId = 0;
/**
* Abstract base class for materials.
*
* Materials define the appearance of renderable 3D objects.
*
* @abstract
* @augments EventDispatcher
*/
class Material extends EventDispatcher {
/**
* Constructs a new material.
*/
constructor() {
super();
/**
* This flag can be used for type testing.
*
* @type {boolean}
* @readonly
* @default true
*/
this.isMaterial = true;
/**
* The ID of the material.
*
* @name Material#id
* @type {number}
* @readonly
*/
Object.defineProperty( this, 'id', { value: _materialId ++ } );
/**
* The UUID of the material.
*
* @type {string}
* @readonly
*/
this.uuid = generateUUID();
/**
* The name of the material.
*
* @type {string}
*/
this.name = '';
/**
* The type property is used for detecting the object type
* in context of serialization/deserialization.
*
* @type {string}
* @readonly
*/
this.type = 'Material';
/**
* 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.
*
* @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
* @default NormalBlending
*/
this.blending = NormalBlending;
/**
* Defines which side of faces will be rendered - front, back or both.
*
* @type {(FrontSide|BackSide|DoubleSide)}
* @default FrontSide
*/
this.side = FrontSide;
/**
* 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.
*
* @type {boolean}
* @default false
*/
this.vertexColors = false;
/**
* 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.
*
* @type {number}
* @default 1
*/
this.opacity = 1;
/**
* 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}.
*
* @type {boolean}
* @default false
*/
this.transparent = false;
/**
* 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.
*
* @type {boolean}
* @default false
*/
this.alphaHash = false;
/**
* Defines the blending source factor.
*
* @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
* @default SrcAlphaFactor
*/
this.blendSrc = SrcAlphaFactor;
/**
* Defines the blending destination factor.
*
* @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
* @default OneMinusSrcAlphaFactor
*/
this.blendDst = OneMinusSrcAlphaFactor;
/**
* Defines the blending equation.
*
* @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
* @default AddEquation
*/
this.blendEquation = AddEquation;
/**
* Defines the blending source alpha factor.
*
* @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
* @default null
*/
this.blendSrcAlpha = null;
/**
* Defines the blending destination alpha factor.
*
* @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
* @default null
*/
this.blendDstAlpha = null;
/**
* Defines the blending equation of the alpha channel.
*
* @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
* @default null
*/
this.blendEquationAlpha = null;
/**
* Represents the RGB values of the constant blend color.
*
* This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
*
* @type {Color}
* @default (0,0,0)
*/
this.blendColor = new Color( 0, 0, 0 );
/**
* Represents the alpha value of the constant blend color.
*
* This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
*
* @type {number}
* @default 0
*/
this.blendAlpha = 0;
/**
* Defines the depth function.
*
* @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
* @default LessEqualDepth
*/
this.depthFunc = LessEqualDepth;
/**
* Whether to have depth test enabled when rendering this material.
* When the depth test is disabled, the depth write will also be implicitly disabled.
*
* @type {boolean}
* @default true
*/
this.depthTest = true;
/**
* 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.
*
* @type {boolean}
* @default true
*/
this.depthWrite = true;
/**
* The bit mask to use when writing to the stencil buffer.
*
* @type {number}
* @default 0xff
*/
this.stencilWriteMask = 0xff;
/**
* The stencil comparison function to use.
*
* @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
* @default AlwaysStencilFunc
*/
this.stencilFunc = AlwaysStencilFunc;
/**
* The value to use when performing stencil comparisons or stencil operations.
*
* @type {number}
* @default 0
*/
this.stencilRef = 0;
/**
* The bit mask to use when comparing against the stencil buffer.
*
* @type {number}
* @default 0xff
*/
this.stencilFuncMask = 0xff;
/**
* Which stencil operation to perform when the comparison function returns `false`.
*
* @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
* @default KeepStencilOp
*/
this.stencilFail = KeepStencilOp;
/**
* Which stencil operation to perform when the comparison function returns
* `true` but the depth test fails.
*
* @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
* @default KeepStencilOp
*/
this.stencilZFail = KeepStencilOp;
/**
* Which stencil operation to perform when the comparison function returns
* `true` and the depth test passes.
*
* @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
* @default KeepStencilOp
*/
this.stencilZPass = KeepStencilOp;
/**
* 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`.
*
* @type {boolean}
* @default false
*/
this.stencilWrite = false;
/**
* 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`.
*
* @type {?Array<Plane>}
* @default null
*/
this.clippingPlanes = null;
/**
* Changes the behavior of clipping planes so that only their intersection is
* clipped, rather than their union.
*
* @type {boolean}
* @default false
*/
this.clipIntersection = false;
/**
* Defines whether to clip shadows according to the clipping planes specified
* on this material.
*
* @type {boolean}
* @default false
*/
this.clipShadows = false;
/**
* 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.
*
* @type {?(FrontSide|BackSide|DoubleSide)}
* @default null
*/
this.shadowSide = 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.
*
* @type {boolean}
* @default true
*/
this.colorWrite = true;
/**
* Override the renderer's default precision for this material.
*
* @type {?('highp'|'mediump'|'lowp')}
* @default null
*/
this.precision = 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.
*
* @type {boolean}
* @default false
*/
this.polygonOffset = false;
/**
* Specifies a scale factor that is used to create a variable depth offset for each polygon.
*
* @type {number}
* @default 0
*/
this.polygonOffsetFactor = 0;
/**
* Is multiplied by an implementation-specific value to create a constant depth offset.
*
* @type {number}
* @default 0
*/
this.polygonOffsetUnits = 0;
/**
* Whether to apply dithering to the color to remove the appearance of banding.
*
* @type {boolean}
* @default false
*/
this.dithering = false;
/**
* 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.
*
* @type {boolean}
* @default false
*/
this.alphaToCoverage = false;
/**
* Whether to premultiply the alpha (transparency) value.
*
* @type {boolean}
* @default false
*/
this.premultipliedAlpha = false;
/**
* 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.
*
* @type {boolean}
* @default false
*/
this.forceSinglePass = false;
/**
* Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
*
* @type {boolean}
* @default true
*/
this.allowOverride = true;
/**
* Defines whether 3D objects using this material are visible.
*
* @type {boolean}
* @default true
*/
this.visible = true;
/**
* 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.
*
* @type {boolean}
* @default true
*/
this.toneMapped = true;
/**
* 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.
*
* @type {Object}
*/
this.userData = {};
/**
* This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
*
* @type {number}
* @readonly
* @default 0
*/
this.version = 0;
this._alphaTest = 0;
}
/**
* 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.
*
* @type {number}
* @readonly
* @default 0
*/
get alphaTest() {
return this._alphaTest;
}
set alphaTest( value ) {
if ( this._alphaTest > 0 !== value > 0 ) {
this.version ++;
}
this._alphaTest = value;
}
/**
* 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, scene, camera, geometry, object, group */ ) {}
/**
* 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( /* shaderobject, renderer */ ) {}
/**
* 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() {
return this.onBeforeCompile.toString();
}
/**
* 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 ) {
if ( values === undefined ) return;
for ( const key in values ) {
const newValue = values[ key ];
if ( newValue === undefined ) {
console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
continue;
}
const currentValue = this[ key ];
if ( currentValue === undefined ) {
console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
continue;
}
if ( currentValue && currentValue.isColor ) {
currentValue.set( newValue );
} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
currentValue.copy( newValue );
} else {
this[ key ] = newValue;
}
}
}
/**
* 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 ) {
const isRootObject = ( meta === undefined || typeof meta === 'string' );
if ( isRootObject ) {
meta = {
textures: {},
images: {}
};
}
const data = {
metadata: {
version: 4.6,
type: 'Material',
generator: 'Material.toJSON'
}
};
// standard Material serialization
data.uuid = this.uuid;
data.type = this.type;
if ( this.name !== '' ) data.name = this.name;
if ( this.color && this.color.isColor ) data.color = this.color.getHex();
if ( this.roughness !== undefined ) data.roughness = this.roughness;
if ( this.metalness !== undefined ) data.metalness = this.metalness;
if ( this.sheen !== undefined ) data.sheen = this.sheen;
if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
if ( this.emissiveIntensity !== undefined && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
if ( this.shininess !== undefined ) data.shininess = this.shininess;
if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;
if ( this.clearcoatMap && this.clearcoatMap.isTexture ) {
data.clearcoatMap = this.clearcoatMap.toJSON( meta ).uuid;
}
if ( this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture ) {
data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON( meta ).uuid;
}
if ( this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture ) {
data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON( meta ).uuid;
data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
}
if ( this.dispersion !== undefined ) data.dispersion = this.dispersion;
if ( this.iridescence !== undefined ) data.iridescence = this.iridescence;
if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
if ( this.iridescenceThicknessRange !== undefined ) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
if ( this.iridescenceMap && this.iridescenceMap.isTexture ) {
data.iridescenceMap = this.iridescenceMap.toJSON( meta ).uuid;
}
if ( this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture ) {
data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON( meta ).uuid;
}
if ( this.anisotropy !== undefined ) data.anisotropy = this.anisotropy;
if ( this.anisotropyRotation !== undefined ) data.anisotropyRotation = this.anisotropyRotation;
if ( this.anisotropyMap && this.anisotropyMap.isTexture ) {
data.anisotropyMap = this.anisotropyMap.toJSON( meta ).uuid;
}
if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
if ( this.matcap && this.matcap.isTexture ) data.matcap = this.matcap.toJSON( meta ).uuid;
if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
if ( this.lightMap && this.lightMap.isTexture ) {
data.lightMap = this.lightMap.toJSON( meta ).uuid;
data.lightMapIntensity = this.lightMapIntensity;
}
if ( this.aoMap && this.aoMap.isTexture ) {
data.aoMap = this.aoMap.toJSON( meta ).uuid;
data.aoMapIntensity = this.aoMapIntensity;
}
if ( this.bumpMap && this.bumpMap.isTexture ) {
data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
data.bumpScale = this.bumpScale;
}
if ( this.normalMap && this.normalMap.isTexture ) {
data.normalMap = this.normalMap.toJSON( meta ).uuid;
data.normalMapType = this.normalMapType;
data.normalScale = this.normalScale.toArray();
}
if ( this.displacementMap && this.displacementMap.isTexture ) {
data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
data.displacementScale = this.displacementScale;
data.displacementBias = this.displacementBias;
}
if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
if ( this.specularIntensityMap && this.specularIntensityMap.isTexture ) data.specularIntensityMap = this.specularIntensityMap.toJSON( meta ).uuid;
if ( this.specularColorMap && this.specularColorMap.isTexture ) data.specularColorMap = this.specularColorMap.toJSON( meta ).uuid;
if ( this.envMap && this.envMap.isTexture ) {
data.envMap = this.envMap.toJSON( meta ).uuid;
if ( this.combine !== undefined ) data.combine = this.combine;
}
if ( this.envMapRotation !== undefined ) data.envMapRotation = this.envMapRotation.toArray();
if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;
if ( this.gradientMap && this.gradientMap.isTexture ) {
data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
}
if ( this.transmission !== undefined ) data.transmission = this.transmission;
if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
if ( this.thickness !== undefined ) data.thickness = this.thickness;
if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();
if ( this.size !== undefined ) data.size = this.size;
if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
if ( this.blending !== NormalBlending ) data.blending = this.blending;
if ( this.side !== FrontSide ) data.side = this.side;
if ( this.vertexColors === true ) data.vertexColors = true;
if ( this.opacity < 1 ) data.opacity = this.opacity;
if ( this.transparent === true ) data.transparent = true;
if ( this.blendSrc !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
if ( this.blendEquation !== AddEquation ) data.blendEquation = this.blendEquation;
if ( this.blendSrcAlpha !== null ) data.blendSrcAlpha = this.blendSrcAlpha;
if ( this.blendDstAlpha !== null ) data.blendDstAlpha = this.blendDstAlpha;
if ( this.blendEquationAlpha !== null ) data.blendEquationAlpha = this.blendEquationAlpha;
if ( this.blendColor && this.blendColor.isColor ) data.blendColor = this.blendColor.getHex();
if ( this.blendAlpha !== 0 ) data.blendAlpha = this.blendAlpha;
if ( this.depthFunc !== LessEqualDepth ) data.depthFunc = this.depthFunc;
if ( this.depthTest === false ) data.depthTest = this.depthTest;
if ( this.depthWrite === false ) data.depthWrite = this.depthWrite;
if ( this.colorWrite === false ) data.colorWrite = this.colorWrite;
if ( this.stencilWriteMask !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;
// rotation (SpriteMaterial)
if ( this.rotation !== undefined && this.rotation !== 0 ) data.rotation = this.rotation;
if ( this.polygonOffset === true ) data.polygonOffset = true;
if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
if ( this.linewidth !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
if ( this.scale !== undefined ) data.scale = this.scale;
if ( this.dithering === true ) data.dithering = true;
if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
if ( this.alphaHash === true ) data.alphaHash = true;
if ( this.alphaToCoverage === true ) data.alphaToCoverage = true;
if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = true;
if ( this.forceSinglePass === true ) data.forceSinglePass = true;
if ( this.wireframe === true ) data.wireframe = true;
if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
if ( this.flatShading === true ) data.flatShading = true;
if ( this.visible === false ) data.visible = false;
if ( this.toneMapped === false ) data.toneMapped = false;
if ( this.fog === false ) data.fog = false;
if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
// TODO: Copied from Object3D.toJSON
function extractFromCache( cache ) {
const values = [];
for ( const key in cache ) {
const data = cache[ key ];
delete data.metadata;
values.push( data );
}
return values;
}
if ( isRootObject ) {
const textures = extractFromCache( meta.textures );
const images = extractFromCache( meta.images );
if ( textures.length > 0 ) data.textures = textures;
if ( images.length > 0 ) data.images = images;
}
return data;
}
/**
* Returns a new material with copied values from this instance.
*
* @return {Material} A clone of this instance.
*/
clone() {
return new this.constructor().copy( 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 ) {
this.name = source.name;
this.blending = source.blending;
this.side = source.side;
this.vertexColors = source.vertexColors;
this.opacity = source.opacity;
this.transparent = source.transparent;
this.blendSrc = source.blendSrc;
this.blendDst = source.blendDst;
this.blendEquation = source.blendEquation;
this.blendSrcAlpha = source.blendSrcAlpha;
this.blendDstAlpha = source.blendDstAlpha;
this.blendEquationAlpha = source.blendEquationAlpha;
this.blendColor.copy( source.blendColor );
this.blendAlpha = source.blendAlpha;
this.depthFunc = source.depthFunc;
this.depthTest = source.depthTest;
this.depthWrite = source.depthWrite;
this.stencilWriteMask = source.stencilWriteMask;
this.stencilFunc = source.stencilFunc;
this.stencilRef = source.stencilRef;
this.stencilFuncMask = source.stencilFuncMask;
this.stencilFail = source.stencilFail;
this.stencilZFail = source.stencilZFail;
this.stencilZPass = source.stencilZPass;
this.stencilWrite = source.stencilWrite;
const srcPlanes = source.clippingPlanes;
let dstPlanes = null;
if ( srcPlanes !== null ) {
const n = srcPlanes.length;
dstPlanes = new Array( n );
for ( let i = 0; i !== n; ++ i ) {
dstPlanes[ i ] = srcPlanes[ i ].clone();
}
}
this.clippingPlanes = dstPlanes;
this.clipIntersection = source.clipIntersection;
this.clipShadows = source.clipShadows;
this.shadowSide = source.shadowSide;
this.colorWrite = source.colorWrite;
this.precision = source.precision;
this.polygonOffset = source.polygonOffset;
this.polygonOffsetFactor = source.polygonOffsetFactor;
this.polygonOffsetUnits = source.polygonOffsetUnits;
this.dithering = source.dithering;
this.alphaTest = source.alphaTest;
this.alphaHash = source.alphaHash;
this.alphaToCoverage = source.alphaToCoverage;
this.premultipliedAlpha = source.premultipliedAlpha;
this.forceSinglePass = source.forceSinglePass;
this.visible = source.visible;
this.toneMapped = source.toneMapped;
this.userData = JSON.parse( JSON.stringify( source.userData ) );
return 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() {
/**
* Fires when the material has been disposed of.
*
* @event Material#dispose
* @type {Object}
*/
this.dispatchEvent( { type: 'dispose' } );
}
/**
* Setting this property to `true` indicates the engine the material
* needs to be recompiled.
*
* @type {boolean}
* @default false
* @param {boolean} value
*/
set needsUpdate( value ) {
if ( value === true ) this.version ++;
}
onBuild( /* shaderobject, renderer */ ) {
console.warn( 'Material: onBuild() has been removed.' ); // @deprecated, r166
}
}
export { Material };