1. 07 3月, 2012 1 次提交
  2. 06 3月, 2012 1 次提交
  3. 17 2月, 2012 1 次提交
  4. 16 2月, 2012 2 次提交
  5. 01 2月, 2012 2 次提交
  6. 31 1月, 2012 1 次提交
    • A
      First attempt at morph normals. · 27afa046
      alteredq 提交于
      It seems to work, though not sure yet how to handle some things. Also for the moment it's implemented just for Lambert material.
      27afa046
  7. 30 1月, 2012 1 次提交
    • A
      Refactored shadow map shader. · c42478fa
      alteredq 提交于
      Shadow cascades should be now a bit more under control.
      
      Cascades can't be active together with multiple separate shadows, it's either one or the other. For this there is `renderer.shadowMapCascade` parameter.
      
      Made colored shadow frustum debug visibility toggleable via `renderer.shadowMapDebug` parameter.
      
      Fixed runaway globals in ShadowMapPlugin.
      
      Fixed missing Gyroscope dependency in WebGL lib build.
      c42478fa
  8. 28 1月, 2012 3 次提交
  9. 07 1月, 2012 1 次提交
  10. 06 1月, 2012 1 次提交
    • A
      Refactored shadow maps to store shadow parameters and data in SpotLight. · 49f14b8e
      alteredq 提交于
      This allows to have different shadow map parameters for different lights, also it's easier to access parameters for tweaking / debugging.
      
      Changes:
      
      renderer.shadowMapWidth    => spotLight.shadowMapWidth
      renderer.shadowMapHeight   => spotLight.shadowMapHeight
      
      renderer.shadowMapBias     => spotLight.shadowBias
      renderer.shadowMapDarkness => spotLight.shadowDarkness
      
      renderer.shadowCameraNear  => spotLight.shadowCameraNear
      renderer.shadowCameraFar   => spotLight.shadowCameraFar
      renderer.shadowCameraFov   => spotLight.shadowCameraFov
      
      Also added new uniform type "v2v" for array of Vector2 (to support per-light sizes of shadow maps).
      49f14b8e
  11. 02 1月, 2012 3 次提交
  12. 28 12月, 2011 1 次提交
  13. 21 12月, 2011 3 次提交
  14. 16 12月, 2011 1 次提交
  15. 18 11月, 2011 1 次提交
  16. 29 10月, 2011 1 次提交
  17. 28 10月, 2011 1 次提交
  18. 23 10月, 2011 1 次提交
  19. 19 10月, 2011 1 次提交
    • A
      Experimenting with Phong computed fully in fragment shader. Added new point lights test. · b4f89f4b
      alteredq 提交于
      New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material.
      
      This version is able to light single untesselated quad correctly.
      
      Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms.
      
      Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
      b4f89f4b
  20. 18 10月, 2011 2 次提交
    • A
      Added "metal" parameter to Phong. Added new materials test. · 22535923
      alteredq 提交于
      Metal makes specular term multiplicative (default is additive). This is to be able to have textured materials that do not have diffuse color, just a specular one, to get metallic look (additive specular gives plastic look).
      22535923
    • A
      Changed ambient handling for Phong and Lambert materials. · 9968b7dc
      alteredq 提交于
      Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black.
      
      Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
      9968b7dc
  21. 12 10月, 2011 2 次提交
  22. 11 10月, 2011 1 次提交
    • A
      Refactored CubeCamera / cube map handling. · addb3a12
      alteredq 提交于
      Before lighting was messed up in dynamically generated cube maps.
      
      Dynamic cube maps need to have flip uniforms (flipEnvMap / tFlip) set to 1, static cube maps to -1 (default).
      
      For standard materials this is handled automatically, it's just something to be aware of when using cube maps in custom ShaderMaterials (dynamic and static cube maps have different cube face orientations, dynamic ones are correct, static ones need flipped x-axis in lookup vector).
      
      There is still mystery of disappearing last cube face (negative-Z) and weirdly clipped objects in cars demo (works ok in simpler test).
      addb3a12
  23. 08 10月, 2011 3 次提交
  24. 07 10月, 2011 1 次提交
  25. 06 10月, 2011 1 次提交
  26. 24 9月, 2011 3 次提交