MeshPhongMaterial.html 10.9 KB
Newer Older
1 2 3
<!DOCTYPE html>
<html lang="en">
	<head>
4
		<meta charset="utf-8" />
M
Mr.doob 已提交
5 6 7 8
		<base href="../../" />
		<script src="list.js"></script>
		<script src="page.js"></script>
		<link type="text/css" rel="stylesheet" href="page.css" />
9 10
	</head>
	<body>
C
cjshannon 已提交
11
		[page:Material] &rarr;
M
Mr.doob 已提交
12

13
		<h1>[name]</h1>
M
Mr.doob 已提交
14

E
Eric Haines 已提交
15
		<div class="desc">A material for shiny surfaces, evaluated per pixel.</div>
M
Mr.doob 已提交
16

M
Mr.doob 已提交
17
		<iframe src='scenes/material-browser.html#MeshPhongMaterial'></iframe>
M
Mr.doob 已提交
18

19
		<h2>Constructor</h2>
M
Mr.doob 已提交
20

C
cjshannon 已提交
21

22
		<h3>[name]( [page:Object parameters] )</h3>
C
cjshannon 已提交
23
		<div>
24
		parameters -- an object with one or more of the material's properties defining the material's appearance.
C
cjshannon 已提交
25 26
		</div>
		<div>
27
		color — geometry color in hexadecimal. Default is 0xffffff.<br />
28 29 30
		specular — Set specular color. Default is 0x111111 .<br />
		shininess — Set shininess Default is 30.<br />
		map — Set texture map. Default is null.<br />
31
		lightMap — Set light map. Default is null.<br />
32
		lightMapIntensity — Set light map intensity. Default is 1.<br />
33
		aoMap — Set ao map. Default is null.<br />
34 35
		aoMapIntensity — Set ao map intensity. Default is 1.<br />
		emissive - Set emissive color. Default is 0x000000.<br />
36
		emissiveMap — Set emissive map. Default is null.<br />
37 38
		emissiveIntensity — Set emissive map intensity. Default is 1.<br />
		bumpMap — Set bump map. Default is null.<br />
39
		bumpScale — Set bump map scale. Default is 1.<br />
40
		normalMap — Set normal map. Default is null.<br />
W
weiserhei 已提交
41
		normalScale — Set normal map scale. Default is (1, 1).<br />
42 43 44
		displacementMap — Set displacement map. Default is null.<br />
		displacementScale — Set displacement scale. Default is 1.<br />
		displacementBias — Set displacement offset. Default is 0.<br />
45 46
		specularMap — Set specular map. Default is null.<br />
		alphaMap — Set alpha map. Default is null.<br />
47
		envMap — Set env map. Default is null.<br />
48 49 50
		combine — Set combine operation. Default is THREE.MultiplyOperation.<br />
		reflectivity — Set reflectivity. Default is 1.<br />
		refractionRatio — Set refraction ratio. Default is 0.98.<br />
51 52 53 54 55 56 57 58
		fog — Define whether the material color is affected by global fog settings. Default is true.<br />
		shading — Define shading type. Default is THREE.SmoothShading.<br />
		wireframe — render geometry as wireframe. Default is false.<br />
		wireframeLinewidth — Line thickness. Default is 1.<br />
		wireframeLinecap — Define appearance of line ends. Default is 'round'.<br />
		wireframeLinejoin — Define appearance of line joints. Default is 'round'.<br />
		vertexColors — Define how the vertices gets colored. Default is THREE.NoColors.<br />
		skinning — Define whether the material uses skinning. Default is false.<br />
59 60
		morphTargets — Define whether the material uses morphTargets. Default is false.<br />
		morphNormals — Define whether the material uses morphNormals. Default is false.
61 62
		</div>
		<div>
P
PaulJacobs 已提交
63
		Example:<br>
G
Greg Tatum 已提交
64
		materials.push( new THREE.MeshPhongMaterial( { color: 0xdddddd, specular: 0x009900, shininess: 30, shading: THREE.FlatShading } ) );
65

C
cjshannon 已提交
66
		</div>
M
Mr.doob 已提交
67 68


69
		<h2>Properties</h2>
70
		<div>See the base [page:Material] class for common properties.</div>
M
Mr.doob 已提交
71

72
		<h3>[property:Color color]</h3>
E
Eric Haines 已提交
73 74 75 76
		<div>
		Diffuse color of the material. Default is white.<br />
		</div>

77
		<h3>[property:Color specular]</h3>
E
Eric Haines 已提交
78 79 80
		<div>
		Specular color of the material, i.e., how shiny the material is and the color of its shine. Setting this the same color as the diffuse value (times some intensity) makes the material more metallic-looking; setting this to some gray makes the material look more plastic. Default is dark gray.<br />
		</div>
M
Mr.doob 已提交
81

82
		<h3>[property:Float shininess]</h3>
83
		<div>How shiny the specular highlight is; a higher value gives a sharper highlight. Default is *30*.</div>
E
Eric Haines 已提交
84

85
		<h3>[property:Texture map]</h3>
86
		<div>Set color texture map. Default is null. The texture map color is modulated by the diffuse color.</div>
E
Eric Haines 已提交
87

88
		<h3>[property:Texture lightMap]</h3>
89
		<div>Set light map. Default is null. The lightMap requires a second set of UVs.</div>
E
Eric Haines 已提交
90

91 92 93
		<h3>[property:Float lightMapIntensity]</h3>
		<div>TODO</div>

94
		<h3>[property:Texture aoMap]</h3>
95 96
		<div>Set ambient occlusion map. Default is null. The aoMap requires a second set of UVs.</div>

97 98 99 100 101 102 103 104
		<h3>[property:Float aoMapIntensity]</h3>
		<div>TODO</div>

		<h3>[property:Color emissive]</h3>
		<div>
		Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br />
		</div>

105
		<h3>[property:Texture emissiveMap]</h3>
106
		<div>Set emisssive (glow) map. Default is null. 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.</div>
107

108 109 110
		<h3>[property:Float emissiveIntensity]</h3>
		<div>Intensity of the emissive light. Modulates the emissive color. Default is 1.</div>

111 112 113 114 115 116
		<h3>[property:Texture bumpMap]</h3>
		<div>
			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.
		</div>
117

118 119 120 121 122 123 124 125 126 127
		<h3>[property:Float bumpScale]</h3>
		<div>
			How much the bump map affects the material. Typical ranges are 0-1. Default is 1.
		</div>

		<h3>[property:Texture normalMap]</h3>
		<div>
			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.
		</div>
128

129 130 131
		<h3>[property:Vector2 normalScale]</h3>
		<div>
			How much the normal map affects the material. Typical ranges are 0-1. Default is (1,1).
132
		</div>
133

134 135
		<h3>[property:Texture displacementMap]</h3>
		<div>
136
			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.
137 138
			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.
		</div>
139

140 141 142 143
		<h3>[property:Float displacementScale]</h3>
		<div>
			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. Default is 1.
		</div>
144

145 146 147 148
		<h3>[property:Float displacementBias]</h3>
		<div>
			The offset of the displacement map's values on the mesh's vertices. Without a displacement map set, this value is not applied. Default is 0.
		</div>
149 150 151 152 153 154 155 156

		<h3>[property:Texture specularMap]</h3>
		<div>The specular map value affects both how much the specular surface highlight contributes and how much of the environment map affects the surface. Default is null.</div>

		<h3>[property:Texture alphaMap]</h3>
		<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
		<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] 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.</div>

157
		<h3>[property:TextureCube envMap]</h3>
E
Eric Haines 已提交
158
		<div>Set env map. Default is null.</div>
159

160
		<h3>[property:Integer combine]</h3>
161 162
		<div>How to combine the result of the surface's color with the environment map, if any.</div>

163
		<div>Options are [page:Textures THREE.MultiplyOperation] (default), [page:Textures THREE.MixOperation], [page:Textures THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
164

165
		<h3>[property:Float reflectivity]</h3>
166
		<div>How much the environment map affects the surface; also see "combine".</div>
E
Eric Haines 已提交
167

168
		<h3>[property:Float refractionRatio]</h3>
169
		<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
E
Eric Haines 已提交
170

171 172 173 174 175 176 177
		<h3>[property:Boolean fog]</h3>
		<div>Define whether the material color is affected by global fog settings. Default is *true*.</div>
		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>

		<h3>[property:Integer shading]</h3>
		<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>

178 179
		<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading].</div>

180 181
		<h3>[property:Boolean wireframe]</h3>
		<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
182

183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198
		<h3>[property:Float wireframeLinewidth]</h3>
		<div>Line thickness for wireframe mode. Default is *1.0*.</div>
		<div>Due to limitations in the <a href="https://code.google.com/p/angleproject/" target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>

		<h3>[property:String wireframeLinecap]</h3>
		<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>

		<h3>[property:String wireframeLinejoin]</h3>
		<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>

		<h3>[property:Integer vertexColors]</h3>
		<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
		<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>

199
		<h3>[property:Boolean skinning]</h3>
E
Eric Haines 已提交
200
		<div>Define whether the material uses skinning. Default is *false*.</div>
201

202
		<h3>[property:Boolean morphTargets]</h3>
203
		<div>Define whether the material uses morphTargets. Default is *false*.</div>
E
Eric Haines 已提交
204

G
Greg Tatum 已提交
205
		<h3>[property:boolean morphNormals]</h3>
C
cjshannon 已提交
206
		<div>
G
Greg Tatum 已提交
207 208 209
			Defines whether the material uses morphNormals. Set as true to pass morphNormal attributes from the [page:Geometry]
			to the shader. Default is *false*.
		</div>
C
cjshannon 已提交
210

E
Eric Haines 已提交
211
		<h2>Methods</h2>
M
Mr.doob 已提交
212

213
		<h2>Source</h2>
M
Mr.doob 已提交
214

215 216 217
		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
	</body>
</html>