package away3d.materials { import away3d.arcane; import away3d.core.utils.*; import away3d.materials.shaders.*; import flash.display.*; use namespace arcane; /** * Color material with cached phong shading. */ public class PhongColorMaterialCache extends BitmapMaterialContainer { private var _shininess:Number; private var _specular:Number; private var _phongShader:BitmapMaterialContainer; private var _ambientShader:AmbientShader; private var _diffusePhongShader:DiffusePhongShader; private var _specularPhongShader:SpecularPhongShader; /** * Updates the colortransform object applied to the texture from the color and alpha properties. * * @see away3d.materials.BitmapMaterialContainer#color * @see away3d.materials.BitmapMaterialContainer#alpha */ protected override function updateColorTransform():void { _phongShader.color = _color; _phongShader.alpha = _alpha; } /** * The exponential dropoff value used for specular highlights. */ public function get shininess():Number { return _shininess; } public function set shininess(val:Number):void { _shininess = val; _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 && materials.length < 3) addMaterial(_specularPhongShader); else if (materials.length > 2) removeMaterial(_specularPhongShader); } /** * Creates a new PhongColorMaterialCache object. * * @param color A string, hex value or colorname representing the color of the material. * @param init [optional] An initialisation object for specifying default instance properties. */ public function PhongColorMaterialCache(color:*, init:Object=null) { if (init && init.materials) delete init.materials; super(512, 512, init); this.color = Cast.trycolor(color); _shininess = ini.getNumber("shininess", 20); _specular = ini.getNumber("specular", 0.7, {min:0, max:1}); //create new materials _phongShader = new BitmapMaterialContainer(512, 512, {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(_phongShader); if (_specular) addMaterial(_specularPhongShader); } } }