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390 lines
14 KiB
390 lines
14 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<p class="desc">
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Abstract base class for materials.<br /><br />
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Materials describe the appearance of [page:Object objects].
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They are defined in a (mostly) renderer-independent way, so you don't have to
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rewrite materials if you decide to use a different renderer.<br /><br />
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The following properties and methods are inherited by all other material types
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(although they may have different defaults).
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</p>
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<h2>Constructor</h2>
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<h3>[name]()</h3>
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<p>This creates a generic material.</p>
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<h2>Properties</h2>
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<h3>[property:Float alphaTest]</h3>
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<p>
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Sets the alpha value to be used when running an alpha test.
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The material will not be rendered if the opacity is lower than this value.
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Default is `0`.
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</p>
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<h3>[property:Boolean alphaToCoverage]</h3>
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<p>
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Enables alpha to coverage. Can only be used with MSAA-enabled contexts (meaning when the renderer was created with `antialias` parameter set to `true`).
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Default is `false`.
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</p>
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<h3>[property:Integer blendDst]</h3>
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<p>
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Blending destination. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
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See the destination factors [page:CustomBlendingEquation constants] for all possible values.<br />
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The material's [page:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
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</p>
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<h3>[property:Integer blendDstAlpha]</h3>
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<p>The transparency of the [page:.blendDst]. Uses [page:.blendDst] value if null. Default is `null`.</p>
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<h3>[property:Integer blendEquation]</h3>
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<p>
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Blending equation to use when applying blending. Default is [page:CustomBlendingEquation AddEquation].
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See the blending equation [page:CustomBlendingEquation constants] for all possible values.<br />
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The material's [page:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
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</p>
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<h3>[property:Integer blendEquationAlpha]</h3>
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<p>The transparency of the [page:.blendEquation]. Uses [page:.blendEquation] value if null. Default is `null`.</p>
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<h3>[property:Blending blending]</h3>
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<p>
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Which blending to use when displaying objects with this material. <br />
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This must be set to [page:Materials CustomBlending] to use custom [page:Constant blendSrc], [page:Constant blendDst] or [page:Constant blendEquation].<br />
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See the blending mode [page:Materials constants] for all possible values. Default is [page:Materials NormalBlending].
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</p>
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<h3>[property:Integer blendSrc]</h3>
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<p>
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Blending source. Default is [page:CustomBlendingEquation SrcAlphaFactor].
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See the source factors [page:CustomBlendingEquation constants] for all possible values.<br />
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The material's [page:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
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</p>
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<h3>[property:Integer blendSrcAlpha]</h3>
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<p>The transparency of the [page:.blendSrc]. Uses [page:.blendSrc] value if null. Default is `null`.</p>
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<h3>[property:Boolean clipIntersection]</h3>
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<p>
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Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union.
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Default is `false`.
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</p>
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<h3>[property:Array clippingPlanes]</h3>
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<p>
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User-defined clipping planes specified as THREE.Plane objects in world space.
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These planes apply to the objects this material is attached to.
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Points in space whose signed distance to the plane is negative are clipped (not rendered).
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This requires [page:WebGLRenderer.localClippingEnabled] to be `true`.
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See the [example:webgl_clipping_intersection WebGL / clipping /intersection] example.
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Default is `null`.
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</p>
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<h3>[property:Boolean clipShadows]</h3>
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<p>
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Defines whether to clip shadows according to the clipping planes specified on this material. Default is `false`.
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</p>
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<h3>[property:Boolean colorWrite]</h3>
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<p>
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Whether to render the material's color.
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This can be used in conjunction with a mesh's [page:Integer renderOrder] property to create invisible objects that occlude other objects. Default is `true`.
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</p>
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<h3>[property:Object defines]</h3>
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<p>
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Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. `{ MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }`. The pairs are defined in both vertex and fragment shaders. Default is `undefined`.
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</p>
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<h3>[property:Integer depthFunc]</h3>
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<p>
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Which depth function to use. Default is [page:Materials LessEqualDepth]. See the depth mode [page:Materials constants] for all possible values.
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</p>
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<h3>[property:Boolean depthTest]</h3>
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<p>
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Whether to have depth test enabled when rendering this material. Default is `true`.
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</p>
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<h3>[property:Boolean depthWrite]</h3>
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<p>
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Whether rendering this material has any effect on the depth buffer. Default is `true`.<br /><br />
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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.
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</p>
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<h3>[property:Boolean isMaterial]</h3>
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<p>
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Read-only flag to check if a given object is of type [name].
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</p>
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<h3>[property:Boolean stencilWrite]</h3>
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<p>
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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`. Default is `false`.
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</p>
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<h3>[property:Integer stencilWriteMask]</h3>
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<p>
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The bit mask to use when writing to the stencil buffer. Default is `0xFF`.
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</p>
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<h3>[property:Integer stencilFunc]</h3>
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<p>
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The stencil comparison function to use. Default is [page:Materials AlwaysStencilFunc]. See stencil function [page:Materials constants] for all possible values.
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</p>
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<h3>[property:Integer stencilRef]</h3>
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<p>
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The value to use when performing stencil comparisons or stencil operations. Default is `0`.
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</p>
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<h3>[property:Integer stencilFuncMask]</h3>
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<p>
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The bit mask to use when comparing against the stencil buffer. Default is `0xFF`.
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</p>
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<h3>[property:Integer stencilFail]</h3>
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<p>
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Which stencil operation to perform when the comparison function returns false. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
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</p>
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<h3>[property:Integer stencilZFail]</h3>
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<p>
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Which stencil operation to perform when the comparison function returns true but the depth test fails. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
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</p>
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<h3>[property:Integer stencilZPass]</h3>
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<p>
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Which stencil operation to perform when the comparison function returns true and the depth test passes. Default is [page:Materials KeepStencilOp]. See the stencil operations [page:Materials constants] for all possible values.
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</p>
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<h3>[property:Integer id]</h3>
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<p>Unique number for this material instance.</p>
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<h3>[property:String name]</h3>
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<p>Optional name of the object (doesn't need to be unique). Default is an empty string.</p>
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<h3>[property:Boolean needsUpdate]</h3>
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<p>
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Specifies that the material needs to be recompiled.
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</p>
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<h3>[property:Float opacity]</h3>
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<p>
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Float in the range of `0.0` - `1.0` indicating how transparent the material is.
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A value of `0.0` indicates fully transparent, `1.0` is fully opaque.<br />
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If the material's [page:Boolean transparent] property is not set to `true`, the material will remain
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fully opaque and this value will only affect its color. <br />
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Default is `1.0`.
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</p>
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<h3>[property:Boolean polygonOffset]</h3>
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<p>
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Whether to use polygon offset. Default is `false`. This corresponds to the `GL_POLYGON_OFFSET_FILL` WebGL feature.
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</p>
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<h3>[property:Integer polygonOffsetFactor]</h3>
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<p>Sets the polygon offset factor. Default is `0`.</p>
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<h3>[property:Integer polygonOffsetUnits]</h3>
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<p>Sets the polygon offset units. Default is `0`.</p>
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<h3>[property:String precision]</h3>
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<p>
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Override the renderer's default precision for this material. Can be `"highp"`, `"mediump"` or `"lowp"`.
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Default is `null`.
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</p>
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<h3>[property:Boolean premultipliedAlpha]</h3>
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<p>
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Whether to premultiply the alpha (transparency) value.
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See [Example:webgl_materials_physical_transmission WebGL / Materials / Physical / Transmission] for an example of the difference.
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Default is `false`.
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</p>
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<h3>[property:Boolean dithering]</h3>
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<p>
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Whether to apply dithering to the color to remove the appearance of banding.
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Default is `false`.
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</p>
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<h3>[property:Integer shadowSide]</h3>
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<p>
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Defines which side of faces cast shadows.
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When set, can be [page:Materials THREE.FrontSide], [page:Materials THREE.BackSide], or [page:Materials THREE.DoubleSide]. Default is `null`. <br />
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If `null`, the side casting shadows is determined as follows: <br />
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<table>
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<thead>
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<tr>
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<th>[page:Material.side]</th>
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<th>Side casting shadows</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>THREE.FrontSide</td>
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<td>back side</td>
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</tr>
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<tr>
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<td>THREE.BackSide</td>
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<td>front side</td>
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</tr>
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<tr>
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<td>THREE.DoubleSide</td>
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<td>both sides</td>
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</tr>
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</tbody>
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</table>
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</p>
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<h3>[property:Integer side]</h3>
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<p>
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Defines which side of faces will be rendered - front, back or both.
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Default is [page:Materials THREE.FrontSide].
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Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
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</p>
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<h3>[property:Boolean toneMapped]</h3>
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<p>
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Defines whether this material is tone mapped according to the renderer's [page:WebGLRenderer.toneMapping toneMapping] setting. Default is `true`.
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</p>
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<h3>[property:Boolean transparent]</h3>
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<p>
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Defines whether this material is transparent. This has an effect on rendering
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as transparent objects need special treatment and are rendered after
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non-transparent objects. <br />
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When set to true, the extent to which the material is transparent is
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controlled by setting its [page:Float opacity] property. <br />
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Default is `false`.
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</p>
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<h3>[property:String type]</h3>
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<p>
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Value is the string 'Material'. This shouldn't be changed, and can be used to
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find all objects of this type in a scene.
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</p>
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<h3>[property:String uuid]</h3>
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<p>
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[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this material instance.
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This gets automatically assigned, so this shouldn't be edited.
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</p>
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<h3>[property:Integer version]</h3>
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<p>
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This starts at `0` and counts how many times [page:Material.needsUpdate .needsUpdate] is set to `true`.
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</p>
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<h3>[property:Boolean vertexColors]</h3>
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<p>
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Defines whether vertex coloring is used. Default is `false`.
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</p>
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<h3>[property:Boolean visible]</h3>
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<p>
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Defines whether this material is visible. Default is `true`.
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</p>
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<h3>[property:Object userData]</h3>
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<p>
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An object that can be used to store custom data about the Material. It should not hold
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references to functions as these will not be cloned.
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</p>
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<h2>Methods</h2>
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<p>[page:EventDispatcher EventDispatcher] methods are available on this class.</p>
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<h3>[method:Material clone]( )</h3>
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<p>Return a new material with the same parameters as this material.</p>
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<h3>[method:this copy]( [param:material material] )</h3>
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<p>Copy the parameters from the passed material into this material.</p>
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<h3>[method:undefined dispose]()</h3>
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<p>
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Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
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</p>
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<p>
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Material textures must be be disposed of by the dispose() method of [page:Texture Texture].</p>
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</p>
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<h3>[method:undefined onBeforeCompile]( [param:Shader shader], [param:WebGLRenderer renderer] )</h3>
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<p>
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An optional callback that is executed immediately before the shader program is compiled.
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This function is called with the shader source code as a parameter. Useful for the modification of built-in materials.
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</p>
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<p>
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Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
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</p>
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<h3>[method:String customProgramCacheKey]()</h3>
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<p>
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In case 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.
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</p>
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<p>
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For example, if onBeforeCompile contains a conditional statement like:<br />
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<code>if ( black ) {
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shader.fragmentShader = shader.fragmentShader.replace('gl_FragColor = vec4(1)', 'gl_FragColor = vec4(0)')
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}
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</code>
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then customProgramCacheKey should be set like this:<br />
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<code>material.customProgramCacheKey = function() {
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return black ? '1' : '0';
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}
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</code>
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</p>
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<p>
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Unlike properties, the callback is not supported by [page:Material.clone .clone](), [page:Material.copy .copy]() and [page:Material.toJSON .toJSON]().
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</p>
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<h3>[method:undefined setValues]( [param:Object values] )</h3>
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<p>
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values -- a container with parameters.<br />
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Sets the properties based on the `values`.
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</p>
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<h3>[method:Object toJSON]( [param:Object meta] )</h3>
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<p>
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meta -- object containing metadata such as textures or images for the material.<br />
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Convert the material to three.js [link:https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 JSON Object/Scene format].
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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