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