import NodeMaterial from './NodeMaterial.js';
import { materialLightMap } from '../../nodes/accessors/MaterialNode.js';
import BasicEnvironmentNode from '../../nodes/lighting/BasicEnvironmentNode.js';
import BasicLightMapNode from '../../nodes/lighting/BasicLightMapNode.js';
import BasicLightingModel from '../../nodes/functions/BasicLightingModel.js';
import { normalView } from '../../nodes/accessors/Normal.js';
import { diffuseColor } from '../../nodes/core/PropertyNode.js';
import { MeshBasicMaterial } from '../MeshBasicMaterial.js';
const _defaultValues = /*@__PURE__*/ new MeshBasicMaterial();
/**
* Node material version of `MeshBasicMaterial`.
*
* @augments NodeMaterial
*/
class MeshBasicNodeMaterial extends NodeMaterial {
static get type() {
return 'MeshBasicNodeMaterial';
}
/**
* Constructs a new mesh basic node material.
*
* @param {Object?} parameters - The configuration parameter.
*/
constructor( parameters ) {
super();
/**
* This flag can be used for type testing.
*
* @type {Boolean}
* @readonly
* @default true
*/
this.isMeshBasicNodeMaterial = true;
/**
* Although the basic material is by definition unlit, we set
* this property to `true` since we use a lighting model to compute
* the outgoing light of the fragment shader.
*
* @type {Boolean}
* @default true
*/
this.lights = true;
this.setDefaultValues( _defaultValues );
this.setValues( parameters );
}
/**
* Basic materials are not affected by normal and bump maps so we
* return by default {@link module:Normal.normalView}.
*
* @return {Node<vec3>} The normal node.
*/
setupNormal() {
return normalView; // see #28839
}
/**
* Overwritten since this type of material uses {@link BasicEnvironmentNode}
* to implement the default environment mapping.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {BasicEnvironmentNode<vec3>?} The environment node.
*/
setupEnvironment( builder ) {
const envNode = super.setupEnvironment( builder );
return envNode ? new BasicEnvironmentNode( envNode ) : null;
}
/**
* This method must be overwritten since light maps are evaluated
* with a special scaling factor for basic materials.
*
* @param {NodeBuilder} builder - The current node builder.
* @return {BasicLightMapNode<vec3>?} The light map node.
*/
setupLightMap( builder ) {
let node = null;
if ( builder.material.lightMap ) {
node = new BasicLightMapNode( materialLightMap );
}
return node;
}
/**
* The material overwrites this method because `lights` is set to `true` but
* we still want to return the diffuse color as the outgoing light.
*
* @return {Node<vec3>} The outgoing light node.
*/
setupOutgoingLight() {
return diffuseColor.rgb;
}
/**
* Setups the lighting model.
*
* @return {BasicLightingModel} The lighting model.
*/
setupLightingModel() {
return new BasicLightingModel();
}
}
export default MeshBasicNodeMaterial;