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MapMeshMaterials.ts
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MapMeshMaterials.ts
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/*
* Copyright (C) 2017-2019 HERE Europe B.V.
* Licensed under Apache 2.0, see full license in LICENSE
* SPDX-License-Identifier: Apache-2.0
*/
import { ViewRanges } from "@here/harp-datasource-protocol/lib/ViewRanges";
import { applyMixinsWithoutProperties, chainCallbacks } from "@here/harp-utils";
import { insertShaderInclude } from "./Utils";
import * as THREE from "three";
import extrusionShaderChunk from "./ShaderChunks/ExtrusionChunks";
import fadingShaderChunk from "./ShaderChunks/FadingChunks";
/**
* The MapMeshMaterials [[MapMeshBasicMaterial]] and [[MapMeshStandardMaterial]] are the standard
* [[THREE.MeshBasicMaterial]] and [[THREE.MeshStandardMaterial]], with the addition functionality
* of fading out the geometry between a fadeNear and fadeFar value.
*
* The implementation is designed around a mixin class [[FadingFeatureMixin]], which requires
* a bit of care when adding the FadingFeature to the existing mesh classes, but it is safe to use
* and also reduces code duplication.
*/
/**
* Parameters used when constructing a new implementor of [[FadingFeature]].
*/
export interface FadingFeatureParameters {
/**
* Distance to the camera (range: `[0.0, 1.0]`) from which the objects start fading out.
*/
fadeNear?: number;
/**
* Distance to the camera (range: `[0.0, 1.0]`) from which the objects are transparent.
*/
fadeFar?: number;
}
/**
* Parameters used when constructing a new implementor of [[ExtrusionFeature]].
*/
export interface ExtrusionFeatureParameters {
/**
* Ratio of the extruded objects, where `1.0` is the default value
*/
extrusionRatio?: number;
}
/**
* Parameters used when constructing a new implementor of [[DisplacementFeature]].
*/
export interface DisplacementFeatureParameters {
/**
* Texture used for vertex displacement along their normals.
*/
displacementMap?: THREE.Texture;
}
/**
* Used internally.
*
* @hidden
*/
interface UnifomType {
value: any;
}
/**
* Used internally.
*
* @hidden
*/
interface UniformsType {
[index: string]: UnifomType;
}
/**
* Translates a linear distance value [0..1], where 1 is the distance to the far plane, into
* [0..maxVisibilityRange].
*
* Copy from MapViewUtils, since it cannot be accessed here because of circular dependencies.
*
* @param distance Distance from the camera (range: [0, 1]).
* @param visibilityRange object describiing maximum and minimum visibility range - distances
* from camera at which objects won't be rendered anymore.
*/
function cameraToWorldDistance(distance: number, visibilityRange: ViewRanges): number {
return distance * visibilityRange.maximum;
}
/**
* Material properties used from THREE, which may not be defined in the type.
*/
export interface HiddenThreeJSMaterialProperties {
needsUpdate?: boolean;
/**
* Used internally for material shader defines.
*/
defines?: any;
/**
* Hidden ThreeJS value that is made public here. Required to add new uniforms to subclasses of
* [[THREE.MeshBasicMaterial]]/[[THREE.MeshStandardMaterial]], basically all materials that are
* not THREE.ShaderMaterial.
*/
uniformsNeedUpdate?: boolean;
/**
* Available in all materials in ThreeJS.
*/
transparent?: boolean;
}
/**
* Base interface for all objects that should fade in the distance. The implemntation of the actual
* FadingFeature is done with the help of the mixon class [[FadingFeatureMixin]] and a set of
* supporting functions in the namespace of the same name.
*/
export interface FadingFeature extends HiddenThreeJSMaterialProperties {
/**
* Distance to the camera (range: `[0.0, 1.0]`) from which the objects start fading out.
*/
fadeNear?: number;
/**
* Distance to the camera (range: `[0.0, 1.0]`) from which the objects are transparent. A value
* of <= 0.0 disables fading.
*/
fadeFar?: number;
}
/**
* Base interface for all objects that should have animated extrusion effect. The implemntation of
* the actual ExtrusionFeature is done with the help of the mixin class [[ExtrusionFeatureMixin]]
* and a set of supporting functions in the namespace of the same name.
*/
export interface ExtrusionFeature extends HiddenThreeJSMaterialProperties {
/**
* Ratio of the extruded objects, where `1.0` is the default value. Minimum suggested value
* is `0.01`
*/
extrusionRatio?: number;
}
export type DisplacementFeature = HiddenThreeJSMaterialProperties & DisplacementFeatureParameters;
export namespace DisplacementFeature {
/**
* Update the internals of the `DisplacementFeature` depending on the value of
* [[displacementMap]].
*
* @param displacementMaterial DisplacementFeature
*/
export function updateDisplacementFeature(displacementMaterial: DisplacementFeature): void {
displacementMaterial.needsUpdate = true;
if (displacementMaterial.defines === undefined) {
displacementMaterial.defines = {};
}
if (displacementMaterial.displacementMap !== undefined) {
displacementMaterial.displacementMap.needsUpdate = true;
// Add this define to differentiate it internally from other MeshBasicMaterial
displacementMaterial.defines.USE_DISPLACEMENTMAP = "";
}
}
/**
* This function should be called on implementors of DisplacementFeature in the
* `onBeforeCompile` callback of that material. It adds the required code to the shaders to
* apply displacement maps.
*
* @param displacementMaterial Material to add uniforms to.
* @param shader [[THREE.WebGLShader]] containing the vertex and fragment shaders to add the
* special includes to.
*/
export function onBeforeCompile(displacementMaterial: DisplacementFeature, shader: any) {
if (displacementMaterial.displacementMap === undefined) {
return;
}
// The vertex and fragment shaders have been constructed dynamically. The uniforms and
// the shader includes are now appended to them.
//
// The object "defines" are not available for this material, so the fading shader chunks
// have the #ifdefs commented out.
// Create the uniforms for the shader (if not already existing), and add the new uniforms
// to it:
const uniforms = shader.uniforms as UniformsType;
uniforms.displacementMap = { value: displacementMaterial.displacementMap };
uniforms.displacementScale = { value: 1 };
uniforms.displacementBias = { value: 0 };
// Append the displacement map chunk to the vertex shader.
shader.vertexShader = shader.vertexShader.replace(
"#include <skinbase_vertex>",
`#include <skinbase_vertex>
#ifndef USE_ENVMAP
vec3 objectNormal = vec3( normal );
#endif`
);
shader.vertexShader = insertShaderInclude(
shader.vertexShader,
"uv2_pars_vertex",
"displacementmap_pars_vertex"
);
shader.vertexShader = insertShaderInclude(
shader.vertexShader,
"skinning_vertex",
"displacementmap_vertex",
true
);
}
}
export class DisplacementFeatureMixin implements DisplacementFeature {
needsUpdate?: boolean;
uniformsNeedUpdate?: boolean;
private m_displacementMap?: THREE.Texture;
protected getDisplacementMap(): THREE.Texture | undefined {
return this.m_displacementMap;
}
protected setDisplacementMap(map: THREE.Texture | undefined) {
this.needsUpdate = this.needsUpdate || map !== this.m_displacementMap;
this.m_displacementMap = map;
if (this.needsUpdate) {
DisplacementFeature.updateDisplacementFeature(this);
}
}
/**
* The mixin class should call this method to register the property [[displacementMap]]
*/
protected addDisplacementProperties(): void {
Object.defineProperty(this, "displacementMap", {
get: () => {
return this.getDisplacementMap();
},
set: val => {
this.setDisplacementMap(val);
}
});
}
/**
* Apply the displacementMap value from the parameters to the respective properties.
*/
protected applyDisplacementParameters(params?: DisplacementFeatureParameters) {
// Apply initial parameter values.
if (params !== undefined) {
if (params.displacementMap !== undefined) {
this.setDisplacementMap(params.displacementMap);
}
}
(this as any).onBeforeCompile = (shader: any) => {
DisplacementFeature.onBeforeCompile(this, shader);
};
}
/**
* Copy displacementMap from other DisplacementFeature.
*
* @param source The material to copy property values from.
*/
protected copyDisplacementParameters(source: DisplacementFeature) {
this.setDisplacementMap(source.displacementMap);
return this;
}
}
/**
* Namespace with support functions for implementors of `FadingFeature`.
*/
export namespace FadingFeature {
export const DEFAULT_FADE_NEAR: number = -1.0;
export const DEFAULT_FADE_FAR: number = -1.0;
/**
* Patch the THREE.ShaderChunk on first call with some extra shader chunks.
*/
export function patchGlobalShaderChunks() {
if (THREE.ShaderChunk.fading_pars_vertex === undefined) {
Object.assign(THREE.ShaderChunk, fadingShaderChunk);
}
}
/**
* Update the internals of the `FadingFeature` depending on the value of [[fadeNear]]. The
* fading feature will be disabled if fadeFar <= 0.0.
*
* @param fadingMaterial FadingFeature
*/
export function updateDistanceFadeFeature(fadingMaterial: FadingFeature): void {
fadingMaterial.needsUpdate = true;
if (fadingMaterial.defines === undefined) {
fadingMaterial.defines = {};
}
if (fadingMaterial.fadeFar !== undefined && fadingMaterial.fadeFar > 0.0) {
// Add this define to differentiate it internally from other MeshBasicMaterial
fadingMaterial.defines.FADING_MATERIAL = "";
}
}
/**
* This function should be called on implementors of FadingFeature in the `onBeforeCompile`
* callback of that material. It adds the required code to the shaders and declares the new
* uniforms that control fading based on view distance.
*
* @param fadingMaterial Material to add uniforms to.
* @param shader [[THREE.WebGLShader]] containing the vertex and fragment shaders to add the
* special includes to.
*/
export function onBeforeCompile(fadingMaterial: FadingFeature, shader: any) {
if (fadingMaterial.fadeFar === undefined || fadingMaterial.fadeFar <= 0.0) {
return;
}
// The vertex and fragment shaders have been constructed dynamically. The uniforms and
// the shader includes are now appended to them.
//
// The object "defines" are not available for this material, so the fading shader chunks
// have the #ifdefs commented out.
// Create the uniforms for the shader (if not already existing), and add the new uniforms
// to it:
const uniforms = shader.uniforms as UniformsType;
uniforms.fadeNear = { value: fadingMaterial.fadeNear };
uniforms.fadeFar = { value: fadingMaterial.fadeFar };
// Append the new fading shader cod directly after the fog code. This is done by adding an
// include directive for the fading code.
shader.vertexShader = insertShaderInclude(
shader.vertexShader,
"fog_pars_vertex",
"fading_pars_vertex"
);
shader.vertexShader = insertShaderInclude(
shader.vertexShader,
"fog_vertex",
"fading_vertex",
true
);
shader.fragmentShader = insertShaderInclude(
shader.fragmentShader,
"fog_pars_fragment",
"fading_pars_fragment"
);
shader.fragmentShader = insertShaderInclude(
shader.fragmentShader,
"fog_fragment",
"fading_fragment",
true
);
}
/**
* As threejs is rendering the transparent objects last (internally), regardless of their
* renderOrder value, we set the transparent value to false in the [[onAfterRenderCall]]. In
* [[onBeforeRender]], the function [[calculateDepthFromCameraDistance]] sets it to true if the
* fade distance value is less than 1.
*
* @param object [[THREE.Object3D]] to prepare for rendering.
* @param viewRanges The visibility ranges (clip planes and maxiumum visible distance) for
* actual camera setup.
* @param fadeNear The fadeNear value to set in the material.
* @param fadeFar The fadeFar value to set in the material.
* @param updateUniforms If `true`, the fading uniforms are set. Not rquired if material is
* handling the uniforms already, like in a [[THREE.ShaderMaterial]].
* @param additionalCallback If defined, this function will be called before the function will
* return.
*/
export function addRenderHelper(
object: THREE.Object3D,
viewRanges: ViewRanges,
fadeNear: number | undefined,
fadeFar: number | undefined,
updateUniforms: boolean,
additionalCallback?: (
renderer: THREE.WebGLRenderer,
material: THREE.Material & FadingFeature
) => void
) {
// tslint:disable-next-line:no-unused-variable
object.onBeforeRender = chainCallbacks(
object.onBeforeRender,
(
renderer: THREE.WebGLRenderer,
scene: THREE.Scene,
camera: THREE.Camera,
geometry: THREE.Geometry | THREE.BufferGeometry,
material: THREE.Material & FadingFeature,
group: THREE.Group
) => {
const fadingMaterial = material as FadingFeature;
fadingMaterial.fadeNear =
fadeNear === undefined
? FadingFeature.DEFAULT_FADE_NEAR
: cameraToWorldDistance(fadeNear, viewRanges);
fadingMaterial.fadeFar =
fadeFar === undefined
? FadingFeature.DEFAULT_FADE_FAR
: cameraToWorldDistance(fadeFar, viewRanges);
if (updateUniforms) {
const properties = renderer.properties.get(material);
if (
properties.shader !== undefined &&
properties.shader.uniforms.fadeNear !== undefined
) {
properties.shader.uniforms.fadeNear.value = fadingMaterial.fadeNear;
properties.shader.uniforms.fadeFar.value = fadingMaterial.fadeFar;
fadingMaterial.uniformsNeedUpdate = true;
}
}
if (additionalCallback !== undefined) {
additionalCallback(renderer, material);
}
}
);
}
}
/**
* Mixin class for extended THREE materials. Adds new properties required for `fadeNear` and
* `fadeFar`. Thre is some special handling for the fadeNear/fadeFar properties, which get some
* setters and getters in a way that works well with the mixin.
*
* @see [[Tile#addRenderHelper]]
*/
export class FadingFeatureMixin implements FadingFeature {
needsUpdate?: boolean;
uniformsNeedUpdate?: boolean;
private m_fadeNear: number = FadingFeature.DEFAULT_FADE_NEAR;
private m_fadeFar: number = FadingFeature.DEFAULT_FADE_FAR;
/**
* @see [[FadingFeature#fadeNear]]
*/
protected getFadeNear(): number {
return this.m_fadeNear;
}
/**
* @see [[FadingFeature#fadeNear]]
*/
protected setFadeNear(value: number) {
this.needsUpdate = this.needsUpdate || value !== this.m_fadeNear;
this.m_fadeNear = value;
if (this.needsUpdate) {
FadingFeature.updateDistanceFadeFeature(this);
}
}
/**
* @see [[FadingFeature#fadeFar]]
*/
protected getFadeFar(): number {
return this.m_fadeFar;
}
/**
* @see [[FadingFeature#fadeFar]]
*/
protected setFadeFar(value: number) {
this.needsUpdate = this.needsUpdate || value !== this.m_fadeFar;
this.m_fadeFar = value;
if (this.needsUpdate) {
FadingFeature.updateDistanceFadeFeature(this);
}
}
/**
* The mixin classes should call this method to register the properties [[fadeNear]] and
* [[fadeFar]].
*/
protected addFadingProperties(): void {
Object.defineProperty(this, "fadeNear", {
get: () => {
return this.getFadeNear();
},
set: val => {
this.setFadeNear(val);
}
});
Object.defineProperty(this, "fadeFar", {
get: () => {
return this.getFadeFar();
},
set: val => {
this.setFadeFar(val);
}
});
}
/**
* Apply the fadeNear/fadeFar values from the parameters to the respective properties.
*
* @param params `FadingMeshBasicMaterial` parameters.
*/
protected applyFadingParameters(params?: FadingFeatureParameters) {
// Apply initial parameter values.
if (params !== undefined) {
if (params.fadeNear !== undefined) {
this.setFadeNear(params.fadeNear);
}
if (params.fadeFar !== undefined) {
this.setFadeFar(params.fadeFar);
}
}
(this as any).onBeforeCompile = (shader: any) => {
FadingFeature.onBeforeCompile(this, shader);
};
}
/**
* Copy fadeNear/fadeFar values from other FadingFeature.
*
* @param source The material to copy property values from.
*/
protected copyFadingParameters(source: FadingFeature) {
this.setFadeNear(
source.fadeNear === undefined ? FadingFeature.DEFAULT_FADE_NEAR : source.fadeNear
);
this.setFadeFar(
source.fadeFar === undefined ? FadingFeature.DEFAULT_FADE_FAR : source.fadeFar
);
return this;
}
}
export namespace ExtrusionFeature {
/**
* Minimum ratio value for extrusion effect
*/
export const DEFAULT_RATIO_MIN: number = 0.001;
/**
* Maximum ratio value for extrusion effect
*/
export const DEFAULT_RATIO_MAX: number = 1;
/**
* Patch the THREE.ShaderChunk on first call with some extra shader chunks.
*/
export function patchGlobalShaderChunks() {
if (THREE.ShaderChunk.extrusion_pars_vertex === undefined) {
Object.assign(THREE.ShaderChunk, extrusionShaderChunk);
}
}
/**
* Update the internals of the `ExtrusionFeature` depending on the value of [[extrusionRatio]].
*
* @param ExtrusionMaterial ExtrusionFeature
*/
export function updateExtrusionFeature(extrusionMaterial: ExtrusionFeature): void {
extrusionMaterial.needsUpdate = true;
if (extrusionMaterial.defines === undefined) {
extrusionMaterial.defines = {};
}
if (
extrusionMaterial.extrusionRatio !== undefined &&
extrusionMaterial.extrusionRatio >= ExtrusionFeature.DEFAULT_RATIO_MIN
) {
// Add this define to differentiate it internally from other MeshBasicMaterial
extrusionMaterial.defines.EXTRUSION_MATERIAL = "";
}
}
/**
* This function should be called on implementors of ExtrusionFeature in the `onBeforeCompile`
* callback of that material. It adds the required code to the shaders and declares the new
* uniforms that control extrusion.
*
* @param extrusionMaterial Material to add uniforms to.
* @param shader [[THREE.WebGLShader]] containing the vertex and fragment shaders to add the
* special includes to.
*/
export function onBeforeCompile(extrusionMaterial: ExtrusionFeature, shader: any) {
if (extrusionMaterial.extrusionRatio === undefined) {
return;
}
// The vertex and fragment shaders have been constructed dynamically. The uniforms and
// the shader includes are now appended to them.
// Create the uniforms for the shader (if not already existing), and add the new uniforms
// to it:
const uniforms = shader.uniforms as UniformsType;
uniforms.extrusionRatio = { value: extrusionMaterial.extrusionRatio };
shader.vertexShader = insertShaderInclude(
shader.vertexShader,
"common",
"extrusion_pars_vertex"
);
shader.vertexShader = insertShaderInclude(
shader.vertexShader,
"begin_vertex",
"extrusion_vertex",
true
);
shader.fragmentShader = insertShaderInclude(
shader.fragmentShader,
"fog_pars_fragment",
"extrusion_pars_fragment"
);
shader.fragmentShader = shader.fragmentShader.replace(
"#include <normal_fragment_begin>",
"#include <extrusion_normal_fragment_begin>"
);
shader.fragmentShader = insertShaderInclude(
shader.fragmentShader,
"fog_fragment",
"extrusion_fragment",
true
);
}
/**
* Handles animated extrusion on each frame. Should be installed as respective
* Object3D.onBeforeRender of meshes which use animated extusion feature.
*/
export function addRenderHelper(object: THREE.Object3D) {
object.onBeforeRender = chainCallbacks(
object.onBeforeRender,
ExtrusionFeature.onBeforeRender
);
}
export function onBeforeRender(
renderer: THREE.WebGLRenderer,
scene: THREE.Scene,
camera: THREE.Camera,
geometry: THREE.Geometry | THREE.BufferGeometry,
material: THREE.Material,
group: THREE.Group
) {
const extrusionMaterial = material as ExtrusionFeature;
const properties = renderer.properties.get(material);
if (
properties.shader !== undefined &&
properties.shader.uniforms.extrusionRatio !== undefined
) {
properties.shader.uniforms.extrusionRatio.value =
extrusionMaterial.extrusionRatio || ExtrusionFeature.DEFAULT_RATIO_MAX;
extrusionMaterial.uniformsNeedUpdate = true;
}
}
}
/**
* Mixin class for extended THREE materials. Adds new properties required for `extrusionRatio`.
* Thre is some special handling for the extrusionRatio property, which get some setters and
* getters in a way that works well with the mixin.
*
* @see [[Tile#addRenderHelper]]
*/
export class ExtrusionFeatureMixin implements ExtrusionFeature {
needsUpdate?: boolean;
uniformsNeedUpdate?: boolean;
private m_extrusion: number = ExtrusionFeature.DEFAULT_RATIO_MAX;
/**
* @see [[ExtrusionFeature#extrusion]]
*/
protected getExtrusionRatio(): number {
return this.m_extrusion;
}
/**
* @see [[ExtrusionFeature#extrusion]]
*/
protected setExtrusionRatio(value: number) {
this.needsUpdate = this.needsUpdate || value !== this.m_extrusion;
this.m_extrusion = value;
if (this.needsUpdate) {
ExtrusionFeature.updateExtrusionFeature(this);
}
}
/**
* The mixin class should call this method to register the property [[extrusionRatio]]
*/
protected addExtrusionProperties(): void {
Object.defineProperty(this, "extrusionRatio", {
get: () => {
return this.getExtrusionRatio();
},
set: val => {
this.setExtrusionRatio(val);
}
});
}
/**
* Apply the extrusionRatio value from the parameters to the respective properties.
*/
protected applyExtrusionParameters(params?: ExtrusionFeatureParameters) {
// Apply initial parameter values.
if (params !== undefined) {
if (params.extrusionRatio !== undefined) {
this.setExtrusionRatio(params.extrusionRatio);
}
}
(this as any).onBeforeCompile = (shader: any) => {
ExtrusionFeature.onBeforeCompile(this, shader);
};
}
/**
* Copy extrusionRatio values from other ExtrusionFeature.
*
* @param source The material to copy property values from.
*/
protected copyExtrusionParameters(source: ExtrusionFeature) {
if (source.extrusionRatio !== undefined) {
this.setExtrusionRatio(source.extrusionRatio);
}
return this;
}
}
/**
* Subclass of [[THREE.MeshBasicMaterial]]. Adds new properties required for [[fadeNear]] and
* [[fadeFar]]. In addition to the new properties (which update their respective uniforms), it is
* also required to update the material in their objects [[onBeforeRender]] and [[OnAfterRender]]
* calls, where their flag [[transparent]] is set and the internal fadeNear/fadeFar values are
* updated to world space distances.
*
* @see [[Tile#addRenderHelper]]
*/
export class MapMeshBasicMaterial extends THREE.MeshBasicMaterial
implements FadingFeature, ExtrusionFeature, DisplacementFeature {
/**
* Constructs a new `FadingMeshBasicMaterial`.
*
* @param params `FadingMeshBasicMaterial` parameters.
*/
constructor(
params?: THREE.MeshBasicMaterialParameters &
FadingFeatureParameters &
ExtrusionFeatureParameters &
DisplacementFeatureParameters
) {
super(params);
FadingFeature.patchGlobalShaderChunks();
this.addFadingProperties();
this.applyFadingParameters(params);
ExtrusionFeature.patchGlobalShaderChunks();
this.addExtrusionProperties();
this.applyExtrusionParameters(params);
this.addDisplacementProperties();
this.applyDisplacementParameters(params);
}
clone(): this {
return new MapMeshBasicMaterial().copy(this);
}
copy(source: this): any {
super.copy(source);
this.copyFadingParameters(source);
this.copyExtrusionParameters(source);
this.copyDisplacementParameters(source);
return this;
}
// Only here to make the compiler happy, these methods will be overriden: The actual
// implementations are those in [[FadingFeatureMixin]] and [[ExtrusionFeatureMixin]], see below:
//
// applyMixinsWithoutProperties(FadingMeshBasicMaterial, [FadingFeatureMixin]);
// applyMixinsWithoutProperties(ExtrudionMeshBasicMaterial, [ExtrusionFeatureMixin]);
//
// Mixin declarations start ---------------------------------------------------------
get fadeNear(): number {
return FadingFeature.DEFAULT_FADE_NEAR;
}
// tslint:disable-next-line:no-unused-variable
set fadeNear(value: number) {
// to be overridden
}
get fadeFar(): number {
return FadingFeature.DEFAULT_FADE_FAR;
}
// tslint:disable-next-line:no-unused-variable
set fadeFar(value: number) {
// to be overridden
}
get extrusionRatio(): number {
return ExtrusionFeature.DEFAULT_RATIO_MAX;
}
// tslint:disable-next-line:no-unused-variable
set extrusionRatio(value: number) {
// to be overridden
}
get displacementMap(): THREE.Texture | undefined {
return undefined;
}
// tslint:disable-next-line:no-unused-variable
set displacementMap(value: THREE.Texture | undefined) {
// to be overridden
}
protected addFadingProperties(): void {
// to be overridden
}
// tslint:disable-next-line:no-unused-variable
protected applyFadingParameters(params?: FadingFeatureParameters) {
// to be overridden
}
// tslint:disable-next-line:no-unused-variable
protected copyFadingParameters(source: FadingFeature) {
// to be overridden
}
protected addExtrusionProperties(): void {
// to be overridden
}
// tslint:disable-next-line:no-unused-variable
protected applyExtrusionParameters(params?: ExtrusionFeatureParameters) {
// to be overridden
}
// tslint:disable-next-line:no-unused-variable
protected copyExtrusionParameters(source: FadingFeature) {
// to be overridden
}
protected addDisplacementProperties(): void {
// to be overridden
}
// tslint:disable-next-line:no-unused-variable
protected applyDisplacementParameters(params?: DisplacementFeatureParameters) {
// to be overridden
}
// tslint:disable-next-line:no-unused-variable
protected copyDisplacementParameters(source: DisplacementFeature) {
// to be overridden
}
// Mixin declarations end -----------------------------------------------------------
}
/**
* Subclass of THREE.MeshStandardMaterial. Adds new properties required for `fadeNear` and
* `fadeFar`. In addition to the new properties (which fill respective uniforms), it is also
* required to update the material in their objects `onBeforeRender` and `OnAfterRender` calls,
* where their flag `transparent` is set and the internal fadeNear/fadeFar values are updated to
* world space distances.
*
* @see [[Tile#addRenderHelper]]
*/
export class MapMeshStandardMaterial extends THREE.MeshStandardMaterial
implements FadingFeature, ExtrusionFeature {
uniformsNeedUpdate?: boolean;
/**
* Constructs a new `FadingMeshStandardMaterial`.
*
* @param params `FadingMeshStandardMaterial` parameters.
*/
constructor(
params?: THREE.MeshStandardMaterialParameters &
FadingFeatureParameters &
ExtrusionFeatureParameters
) {
super(params);
FadingFeature.patchGlobalShaderChunks();
this.addFadingProperties();
this.applyFadingParameters(params);
ExtrusionFeature.patchGlobalShaderChunks();
this.addExtrusionProperties();
this.applyExtrusionParameters(params);
}
clone(): this {
return new MapMeshStandardMaterial().copy(this);
}
copy(source: this): any {
super.copy(source);
this.copyFadingParameters(source);
this.copyExtrusionParameters(source);
return this;
}
// Only here to make the compiler happy, these methods will be overriden: The actual
// implementations are those in [[FadingFeatureMixin]] and [[ExtrusionFeatureMixin]], see below:
//
// applyMixinsWithoutProperties(FadingMeshBasicMaterial, [FadingFeatureMixin]);
// applyMixinsWithoutProperties(ExtrudionMeshBasicMaterial, [ExtrusionFeatureMixin]);
//
// Mixin declarations start ---------------------------------------------------------
get fadeNear(): number {
return FadingFeature.DEFAULT_FADE_NEAR;
}
// tslint:disable-next-line:no-unused-variable
set fadeNear(value: number) {
// to be overridden
}
get fadeFar(): number {
return FadingFeature.DEFAULT_FADE_FAR;
}
// tslint:disable-next-line:no-unused-variable
set fadeFar(value: number) {
// to be overridden
}
get extrusionRatio(): number {
return ExtrusionFeature.DEFAULT_RATIO_MAX;
}
// tslint:disable-next-line:no-unused-variable
set extrusionRatio(value: number) {
// to be overridden
}
protected addFadingProperties(): void {
// to be overridden
}
// tslint:disable-next-line:no-unused-variable
protected applyFadingParameters(params?: FadingFeatureParameters) {
// to be overridden
}
// tslint:disable-next-line:no-unused-variable
protected copyFadingParameters(source: FadingFeature) {
// to be overridden
}
protected addExtrusionProperties(): void {
// to be overridden
}
// tslint:disable-next-line:no-unused-variable
protected applyExtrusionParameters(params?: ExtrusionFeatureParameters) {
// to be overridden
}
// tslint:disable-next-line:no-unused-variable
protected copyExtrusionParameters(source: FadingFeature) {
// to be overridden
}
// Mixin declarations end -----------------------------------------------------------
}
/**
* Finish the classes MapMeshBasicMaterial and MapMeshStandardMaterial by assigning them the actual
* implementations of the mixed in functions.
*/
applyMixinsWithoutProperties(MapMeshBasicMaterial, [FadingFeatureMixin]);
applyMixinsWithoutProperties(MapMeshStandardMaterial, [FadingFeatureMixin]);
applyMixinsWithoutProperties(MapMeshBasicMaterial, [ExtrusionFeatureMixin]);
applyMixinsWithoutProperties(MapMeshStandardMaterial, [ExtrusionFeatureMixin]);
applyMixinsWithoutProperties(MapMeshBasicMaterial, [DisplacementFeatureMixin]);