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three

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JavaScript 3D library

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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'; import { Euler } from '../math/Euler.js'; /** * A standard physically based material, using Metallic-Roughness workflow. * * Physically based rendering (PBR) has recently become the standard in many * 3D applications, such as [Unity]{@link https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/}, * [Unreal]{@link https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/} and * [3D Studio Max]{@link http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017}. * * This approach differs from older approaches in that instead of using * approximations for the way in which light interacts with a surface, a * physically correct model is used. The idea is that, instead of tweaking * materials to look good under specific lighting, a material can be created * that will react 'correctly' under all lighting scenarios. * * In practice this gives a more accurate and realistic looking result than * the {@link MeshLambertMaterial} or {@link MeshPhongMaterial}, at the cost of * being somewhat more computationally expensive. `MeshStandardMaterial` uses per-fragment * shading. * * Note that for best results you should always specify an environment map when using this material. * * For a non-technical introduction to the concept of PBR and how to set up a * PBR material, check out these articles by the people at [marmoset]{@link https://www.marmoset.co}: * * - [Basic Theory of Physically Based Rendering]{@link https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/} * - [Physically Based Rendering and You Can Too]{@link https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/} * * Technical details of the approach used in three.js (and most other PBR systems) can be found is this * [paper from Disney]{@link https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf} * (pdf), by Brent Burley. * * @augments Material */ class MeshStandardMaterial extends Material { /** * Constructs a new mesh standard 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.isMeshStandardMaterial = true; this.type = 'MeshStandardMaterial'; this.defines = { 'STANDARD': '' }; /** * Color of the material. * * @type {Color} * @default (1,1,1) */ this.color = new Color( 0xffffff ); // diffuse /** * How rough the material appears. `0.0` means a smooth mirror reflection, `1.0` * means fully diffuse. If `roughnessMap` is also provided, * both values are multiplied. * * @type {number} * @default 1 */ this.roughness = 1.0; /** * How much the material is like a metal. Non-metallic materials such as wood * or stone use `0.0`, metallic use `1.0`, with nothing (usually) in between. * A value between `0.0` and `1.0` could be used for a rusty metal look. * If `metalnessMap` is also provided, both values are multiplied. * * @type {number} * @default 0 */ this.metalness = 0.0; /** * 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 light map. Requires a second set of UVs. * * @type {?Texture} * @default null */ this.lightMap = null; /** * Intensity of the baked light. * * @type {number} * @default 1 */ this.lightMapIntensity = 1.0; /** * The red channel of this texture is used as the ambient occlusion map. * Requires a second set of UVs. * * @type {?Texture} * @default null */ this.aoMap = null; /** * Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0` * disables ambient occlusion. Where intensity is `1` and the AO map's * red channel is also `1`, ambient light is fully occluded on a surface. * * @type {number} * @default 1 */ this.aoMapIntensity = 1.0; /** * Emissive (light) color of the material, essentially a solid color * unaffected by other lighting. * * @type {Color} * @default (0,0,0) */ this.emissive = new Color( 0x000000 ); /** * Intensity of the emissive light. Modulates the emissive color. * * @type {number} * @default 1 */ this.emissiveIntensity = 1.0; /** * Set emissive (glow) map. The emissive map color is modulated by the * emissive color and the emissive intensity. If you have an emissive map, * be sure to set the emissive color to something other than black. * * @type {?Texture} * @default null */ this.emissiveMap = 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 green channel of this texture is used to alter the roughness of the * material. * * @type {?Texture} * @default null */ this.roughnessMap = null; /** * The blue channel of this texture is used to alter the metalness of the * material. * * @type {?Texture} * @default null */ this.metalnessMap = null; /** * 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; /** * The environment map. To ensure a physically correct rendering, environment maps * are internally pre-processed with {@link PMREMGenerator}. * * @type {?Texture} * @default null */ this.envMap = null; /** * The rotation of the environment map in radians. * * @type {Euler} * @default (0,0,0) */ this.envMapRotation = new Euler(); /** * Scales the effect of the environment map by multiplying its color. * * @type {number} * @default 1 */ this.envMapIntensity = 1.0; /** * Renders the geometry as a wireframe. * * @type {boolean} * @default false */ this.wireframe = false; /** * Controls the thickness of the wireframe. * * Can only be used with {@link SVGRenderer}. * * @type {number} * @default 1 */ this.wireframeLinewidth = 1; /** * Defines appearance of wireframe ends. * * Can only be used with {@link SVGRenderer}. * * @type {('round'|'bevel'|'miter')} * @default 'round' */ this.wireframeLinecap = 'round'; /** * Defines appearance of wireframe joints. * * Can only be used with {@link SVGRenderer}. * * @type {('round'|'bevel'|'miter')} * @default 'round' */ this.wireframeLinejoin = 'round'; /** * 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 = { 'STANDARD': '' }; this.color.copy( source.color ); this.roughness = source.roughness; this.metalness = source.metalness; this.map = source.map; this.lightMap = source.lightMap; this.lightMapIntensity = source.lightMapIntensity; this.aoMap = source.aoMap; this.aoMapIntensity = source.aoMapIntensity; this.emissive.copy( source.emissive ); this.emissiveMap = source.emissiveMap; this.emissiveIntensity = source.emissiveIntensity; 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.roughnessMap = source.roughnessMap; this.metalnessMap = source.metalnessMap; this.alphaMap = source.alphaMap; this.envMap = source.envMap; this.envMapRotation.copy( source.envMapRotation ); this.envMapIntensity = source.envMapIntensity; this.wireframe = source.wireframe; this.wireframeLinewidth = source.wireframeLinewidth; this.wireframeLinecap = source.wireframeLinecap; this.wireframeLinejoin = source.wireframeLinejoin; this.flatShading = source.flatShading; this.fog = source.fog; return this; } } export { MeshStandardMaterial };