package away3d.materials { import away3d.core.utils.*; import away3d.materials.shaders.*; import flash.display.*; /** * Bitmap material with cached phong shading. */ public class PhongBitmapMaterialCache extends BitmapMaterialContainer { private var _shininess:Number; private var _specular:Number; private var _bitmapMaterial:BitmapMaterial; private var _phongShader:BitmapMaterialContainer; private var _ambientShader:AmbientShader; private var _diffusePhongShader:DiffusePhongShader; private var _specularPhongShader:SpecularPhongShader; /** * The exponential dropoff value used for specular highlights. */ public function get shininess():Number { return _shininess; } public function set shininess(val:Number):void { _shininess = val; if (_specularPhongShader) _specularPhongShader.shininess = val; } /** * Coefficient for specular light level. */ public function get specular():Number { return _specular; } public function set specular(val:Number):void { if (_specular == val) return; _specular = val; _specularPhongShader.specular = val; if (_specular) { addMaterial(_specularPhongShader); } else if (_specularPhongShader) removeMaterial(_specularPhongShader); } /** * Creates a new PhongBitmapMaterial object. * * @param bitmap The bitmapData object to be used as the material's texture. * @param init [optional] An initialisation object for specifying default instance properties. */ public function PhongBitmapMaterialCache(bitmap:BitmapData, init:Object=null) { if (init && init.materials) delete init.materials; super(bitmap.width, bitmap.height, init); _shininess = ini.getNumber("shininess", 20); _specular = ini.getNumber("specular", 0.7, {min:0, max:1}); //create new materials _bitmapMaterial = new BitmapMaterial(bitmap); _phongShader = new BitmapMaterialContainer(bitmap.width, bitmap.height, {blendMode:BlendMode.MULTIPLY, transparent:false}); _phongShader.addMaterial(_ambientShader = new AmbientShader({blendMode:BlendMode.ADD})); _phongShader.addMaterial(_diffusePhongShader = new DiffusePhongShader({blendMode:BlendMode.ADD})); _specularPhongShader = new SpecularPhongShader({shininess:_shininess, specular:_specular, blendMode:BlendMode.ADD}) //add to materials array addMaterial(_bitmapMaterial); addMaterial(_phongShader); if (_specular) addMaterial(_specularPhongShader); } } }