src/viewer/scene/materials/LambertMaterial.js
import {Material} from './Material.js';
import {RenderState} from '../webgl/RenderState.js';
import {math} from '../math/math.js';
/**
* @desc Configures the normal rendered appearance of {@link Mesh}es using the non-realistic but GPU-efficient <a href="https://en.wikipedia.org/wiki/Lambertian_reflectance">Lambertian</a> flat shading model for calculating reflectance.
*
* * Useful for efficiently rendering non-realistic objects for high-detail CAD.
* * Use {@link PhongMaterial} when you need specular highlights.
* * Use the physically-based {@link MetallicMaterial} or {@link SpecularMaterial} when you need more realism.
* * For LambertMaterial, the illumination calculation is performed at each triangle vertex, and the resulting color is interpolated across the face of the triangle. For {@link PhongMaterial}, {@link MetallicMaterial} and
* {@link SpecularMaterial}, vertex normals are interpolated across the surface of the triangle, and the illumination calculation is performed at each texel.
*
* ## Usage
*
* [[Run this example](/examples/index.html#materials_LambertMaterial)]
*
* In the example below we'll create a {@link Mesh} with a shape defined by a {@link buildTorusGeometry} and normal rendering appearance configured with a LambertMaterial.
*
* ```` javascript
* import {Viewer, Mesh, buildTorusGeometry, ReadableGeometry, LambertMaterial} from "xeokit-sdk.es.js";
*
* const viewer = new Viewer({
* canvasId: "myCanvas"
* });
*
* viewer.scene.camera.eye = [0, 0, 5];
* viewer.scene.camera.look = [0, 0, 0];
* viewer.scene.camera.up = [0, 1, 0];
*
* new Mesh(viewer.scene, {
* geometry: new ReadableGeometry(viewer.scene, buildTorusGeometry({
* center: [0, 0, 0],
* radius: 1.5,
* tube: 0.5,
* radialSegments: 12,
* tubeSegments: 8,
* arc: Math.PI * 2.0
* }),
* material: new LambertMaterial(viewer.scene, {
* ambient: [0.3, 0.3, 0.3],
* color: [0.5, 0.5, 0.0],
* alpha: 1.0, // Default
* lineWidth: 1,
* pointSize: 1,
* backfaces: false,
* frontFace: "ccw"
* })
* });
* ````
*
* ## LambertMaterial Properties
*
* The following table summarizes LambertMaterial properties:
*
* | Property | Type | Range | Default Value | Space | Description |
* |:--------:|:----:|:-----:|:-------------:|:-----:|:-----------:|
* | {@link LambertMaterial#ambient} | Array | [0, 1] for all components | [1,1,1,1] | linear | The RGB components of the ambient light reflected by the material. |
* | {@link LambertMaterial#color} | Array | [0, 1] for all components | [1,1,1,1] | linear | The RGB components of the diffuse light reflected by the material. |
* | {@link LambertMaterial#emissive} | Array | [0, 1] for all components | [0,0,0] | linear | The RGB components of the light emitted by the material. |
* | {@link LambertMaterial#alpha} | Number | [0, 1] | 1 | linear | The transparency of the material surface (0 fully transparent, 1 fully opaque). |
* | {@link LambertMaterial#lineWidth} | Number | [0..100] | 1 | | Line width in pixels. |
* | {@link LambertMaterial#pointSize} | Number | [0..100] | 1 | | Point size in pixels. |
* | {@link LambertMaterial#backfaces} | Boolean | | false | | Whether to render {@link Geometry} backfaces. |
* | {@link LambertMaterial#frontface} | String | "ccw", "cw" | "ccw" | | The winding order for {@link Geometry} frontfaces - "cw" for clockwise, or "ccw" for counter-clockwise. |
*
*/
class LambertMaterial extends Material {
/**
@private
*/
get type() {
return "LambertMaterial";
}
/**
* @constructor
* @param {Component} owner Owner component. When destroyed, the owner will destroy this component as well.
* @param {*} [cfg] The LambertMaterial configuration
* @param {String} [cfg.id] Optional ID, unique among all components in the parent {@link Scene}, generated automatically when omitted.
* @param {String:Object} [cfg.meta=null] Metadata to attach to this LambertMaterial.
* @param {Number[]} [cfg.ambient=[1.0, 1.0, 1.0 ]] LambertMaterial ambient color.
* @param {Number[]} [cfg.color=[ 1.0, 1.0, 1.0 ]] LambertMaterial diffuse color.
* @param {Number[]} [cfg.emissive=[ 0.0, 0.0, 0.0 ]] LambertMaterial emissive color.
* @param {Number} [cfg.alpha=1]Scalar in range 0-1 that controls alpha, where 0 is completely transparent and 1 is completely opaque.
* @param {Number} [cfg.reflectivity=1]Scalar in range 0-1 that controls how much {@link ReflectionMap} is reflected.
* @param {Number} [cfg.lineWidth=1] Scalar that controls the width of {@link Geometry} lines.
* @param {Number} [cfg.pointSize=1] Scalar that controls the size of points for {@link Geometry} with {@link Geometry#primitive} set to "points".
* @param {Boolean} [cfg.backfaces=false] Whether to render {@link Geometry} backfaces.
* @param {Boolean} [cfg.frontface="ccw"] The winding order for {@link Geometry} front faces - "cw" for clockwise, or "ccw" for counter-clockwise.
*/
constructor(owner, cfg = {}) {
super(owner, cfg);
this._state = new RenderState({
type: "LambertMaterial",
ambient: math.vec3([1.0, 1.0, 1.0]),
color: math.vec3([1.0, 1.0, 1.0]),
emissive: math.vec3([0.0, 0.0, 0.0]),
alpha: null,
alphaMode: 0, // 2 ("blend") when transparent, so renderer knows when to add to transparency bin
lineWidth: null,
pointSize: null,
backfaces: null,
frontface: null, // Boolean for speed; true == "ccw", false == "cw"
hash: "/lam;"
});
this.ambient = cfg.ambient;
this.color = cfg.color;
this.emissive = cfg.emissive;
this.alpha = cfg.alpha;
this.lineWidth = cfg.lineWidth;
this.pointSize = cfg.pointSize;
this.backfaces = cfg.backfaces;
this.frontface = cfg.frontface;
}
/**
* Sets the LambertMaterial's ambient color.
*
* Default value is ````[0.3, 0.3, 0.3]````.
*
* @type {Number[]}
*/
set ambient(value) {
let ambient = this._state.ambient;
if (!ambient) {
ambient = this._state.ambient = new Float32Array(3);
} else if (value && ambient[0] === value[0] && ambient[1] === value[1] && ambient[2] === value[2]) {
return;
}
if (value) {
ambient[0] = value[0];
ambient[1] = value[1];
ambient[2] = value[2];
} else {
ambient[0] = .2;
ambient[1] = .2;
ambient[2] = .2;
}
this.glRedraw();
}
/**
* Gets the LambertMaterial's ambient color.
*
* Default value is ````[0.3, 0.3, 0.3]````.
*
* @type {Number[]}
*/
get ambient() {
return this._state.ambient;
}
/**
* Sets the LambertMaterial's diffuse color.
*
* Default value is ````[1.0, 1.0, 1.0]````.
*
* @type {Number[]}
*/
set color(value) {
let color = this._state.color;
if (!color) {
color = this._state.color = new Float32Array(3);
} else if (value && color[0] === value[0] && color[1] === value[1] && color[2] === value[2]) {
return;
}
if (value) {
color[0] = value[0];
color[1] = value[1];
color[2] = value[2];
} else {
color[0] = 1;
color[1] = 1;
color[2] = 1;
}
this.glRedraw();
}
/**
* Gets the LambertMaterial's diffuse color.
*
* Default value is ````[1.0, 1.0, 1.0]````.
*
* @type {Number[]}
*/
get color() {
return this._state.color;
}
/**
* Sets the LambertMaterial's emissive color.
*
* Default value is ````[0.0, 0.0, 0.0]````.
*
* @type {Number[]}
*/
set emissive(value) {
let emissive = this._state.emissive;
if (!emissive) {
emissive = this._state.emissive = new Float32Array(3);
} else if (value && emissive[0] === value[0] && emissive[1] === value[1] && emissive[2] === value[2]) {
return;
}
if (value) {
emissive[0] = value[0];
emissive[1] = value[1];
emissive[2] = value[2];
} else {
emissive[0] = 0;
emissive[1] = 0;
emissive[2] = 0;
}
this.glRedraw();
}
/**
* Gets the LambertMaterial's emissive color.
*
* Default value is ````[0.0, 0.0, 0.0]````.
*
* @type {Number[]}
*/
get emissive() {
return this._state.emissive;
}
/**
* Sets factor in the range ````[0..1]```` indicating how transparent the LambertMaterial is.
*
* A value of ````0.0```` indicates fully transparent, ````1.0```` is fully opaque.
*
* Default value is ````1.0````
*
* @type {Number}
*/
set alpha(value) {
value = (value !== undefined && value !== null) ? value : 1.0;
if (this._state.alpha === value) {
return;
}
this._state.alpha = value;
this._state.alphaMode = value < 1.0 ? 2 /* blend */ : 0
/* opaque */
this.glRedraw();
}
/**
* Gets factor in the range ````[0..1]```` indicating how transparent the LambertMaterial is.
*
* A value of ````0.0```` indicates fully transparent, ````1.0```` is fully opaque.
*
* Default value is ````1.0````
*
* @type {Number}
*/
get alpha() {
return this._state.alpha;
}
/**
* Sets the LambertMaterial's line width.
*
* This is not supported by WebGL implementations based on DirectX [2019].
*
* Default value is ````1.0````.
*
* @type {Number}
*/
set lineWidth(value) {
this._state.lineWidth = value || 1.0;
this.glRedraw();
}
/**
* Gets the LambertMaterial's line width.
*
* This is not supported by WebGL implementations based on DirectX [2019].
*
* Default value is ````1.0````.
*
* @type {Number}
*/
get lineWidth() {
return this._state.lineWidth;
}
/**
* Sets the LambertMaterial's point size.
*
* Default value is ````1.0````.
*
* @type {Number}
*/
set pointSize(value) {
this._state.pointSize = value || 1.0;
this.glRedraw();
}
/**
* Gets the LambertMaterial's point size.
*
* Default value is ````1.0````.
*
* @type {Number}
*/
get pointSize() {
return this._state.pointSize;
}
/**
* Sets whether backfaces are visible on attached {@link Mesh}es.
*
* @type {Boolean}
*/
set backfaces(value) {
value = !!value;
if (this._state.backfaces === value) {
return;
}
this._state.backfaces = value;
this.glRedraw();
}
/**
* Gets whether backfaces are visible on attached {@link Mesh}es.
*
* @type {Boolean}
*/
get backfaces() {
return this._state.backfaces;
}
/**
* Sets the winding direction of front faces of {@link Geometry} of attached {@link Mesh}es.
*
* Default value is ````"ccw"````.
*
* @type {String}
*/
set frontface(value) {
value = value !== "cw";
if (this._state.frontface === value) {
return;
}
this._state.frontface = value;
this.glRedraw();
}
/**
* Gets the winding direction of front faces of {@link Geometry} of attached {@link Mesh}es.
*
* Default value is ````"ccw"````.
*
* @type {String}
*/
get frontface() {
return this._state.frontface ? "ccw" : "cw";
}
_getState() {
return this._state;
}
/**
* Destroys this LambertMaterial.
*/
destroy() {
super.destroy();
this._state.destroy();
}
}
export {LambertMaterial};