three
Version:
JavaScript 3D library
96 lines (72 loc) • 2.25 kB
JavaScript
import NodeMaterial from './NodeMaterial.js';
import BasicEnvironmentNode from '../../nodes/lighting/BasicEnvironmentNode.js';
import PhongLightingModel from '../../nodes/functions/PhongLightingModel.js';
import { MeshLambertMaterial } from '../MeshLambertMaterial.js';
const _defaultValues = /*@__PURE__*/ new MeshLambertMaterial();
/**
* Node material version of {@link MeshLambertMaterial}.
*
* @augments NodeMaterial
*/
class MeshLambertNodeMaterial extends NodeMaterial {
static get type() {
return 'MeshLambertNodeMaterial';
}
/**
* Constructs a new mesh lambert 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.isMeshLambertNodeMaterial = true;
/**
* Set to `true` because lambert materials react on lights.
*
* @type {boolean}
* @default true
*/
this.lights = true;
/**
* The emissive color of lambert materials is by default inferred from the `emissive`,
* `emissiveIntensity` and `emissiveMap` properties. This node property allows to
* overwrite the default and define the emissive color with a node instead.
*
* If you don't want to overwrite the emissive color but modify the existing
* value instead, use {@link materialEmissive}.
*
* @type {?Node<vec3>}
* @default null
*/
this.emissiveNode = null;
this.setDefaultValues( _defaultValues );
this.setValues( parameters );
}
/**
* 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;
}
/**
* Setups the lighting model.
*
* @return {PhongLightingModel} The lighting model.
*/
setupLightingModel( /*builder*/ ) {
return new PhongLightingModel( false ); // ( specular ) -> force lambert
}
}
export default MeshLambertNodeMaterial;