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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](https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/),
- * [Unreal](https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/) and
- * [3D Studio Max](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](https://www.marmoset.co):
- *
- * - [Basic Theory of Physically Based Rendering](https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/)
- * - [Physically Based Rendering and You Can Too](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](https://media.disneyanimation.com/uploads/production/publication_asset/48/asset/s2012_pbs_disney_brdf_notes_v3.pdf)
- * (pdf), by Brent Burley.
- *
- * @augments Material
- * @demo scenes/material-browser.html#MeshStandardMaterial
- */
- 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`.
- *
- * `map` represents color data, and the texture must be assigned a
- * {@link Texture#colorSpace}. Most `map` textures set
- * `texture.colorSpace = SRGBColorSpace`.
- *
- * @type {?Texture}
- * @default null
- */
- this.map = null;
- /**
- * The light map. Requires a second set of UVs.
- *
- * `lightMap` represents pre-baked illuminance data, and the texture must be assigned
- * a {@link Texture#colorSpace}. Most `lightMap` textures set
- * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
- * such as `.exr` or `.hdr`.
- *
- * @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.
- *
- * `aoMap` represents non-color data. Any texture assigned must have
- * `texture.colorSpace = NoColorSpace` (default).
- *
- * @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.
- *
- * `emissiveMap` represents color data, and the texture must be assigned a
- * {@link Texture#colorSpace}. Most `emissiveMap` textures set
- * `texture.colorSpace = SRGBColorSpace`.
- *
- * @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.
- *
- * `bumpMap` represents non-color data. Any texture assigned must have
- * `texture.colorSpace = NoColorSpace` (default).
- *
- * @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.
- *
- * `normalMap` represents non-color data. Any texture assigned must have
- * `texture.colorSpace = NoColorSpace` (default).
- *
- * @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. For best results, pair a
- * displacement map with a matching normal map, since the renderer can
- * not recompute surface normals from the displaced vertices.
- *
- * `displacementMap` represents non-color data. Any texture assigned must have
- * `texture.colorSpace = NoColorSpace` (default).
- *
- * @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.
- *
- * `roughnessMap` represents non-color data. Any texture assigned must have
- * `texture.colorSpace = NoColorSpace` (default).
- *
- * @type {?Texture}
- * @default null
- */
- this.roughnessMap = null;
- /**
- * The blue channel of this texture is used to alter the metalness of the
- * material.
- *
- * `metalnessMap` represents non-color data. Any texture assigned must have
- * `texture.colorSpace = NoColorSpace` (default).
- *
- * @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.
- *
- * `alphaMap` represents non-color data. Any texture assigned must have
- * `texture.colorSpace = NoColorSpace` (default).
- *
- * @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}.
- *
- * `envMap` represents luminance data, and the texture must be assigned
- * a {@link Texture#colorSpace}. Most `envMap` textures set
- * `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
- * such as `.exr` or `.hdr`.
- *
- * @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 };
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