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037d33b6
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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037d33b6
编写于
4月 09, 2017
作者:
T
Takahiro
浏览文件
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电子邮件补丁
差异文件
Revert "Rename specular2 with specular of MeshStandardMaterialSG"
This reverts commit
8053b6f9
.
上级
63c7cdee
变更
13
隐藏空白更改
内联
并排
Showing
13 changed file
with
51 addition
and
33 deletion
+51
-33
src/materials/MeshStandardMaterialSG.js
src/materials/MeshStandardMaterialSG.js
+6
-6
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+3
-3
src/renderers/shaders/ShaderChunk.js
src/renderers/shaders/ShaderChunk.js
+4
-0
src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl
...nderers/shaders/ShaderChunk/lights_physical_fragment.glsl
+1
-1
src/renderers/shaders/ShaderChunk/specular2map_fragment.glsl
src/renderers/shaders/ShaderChunk/specular2map_fragment.glsl
+10
-0
src/renderers/shaders/ShaderChunk/specular2map_pars_fragment.glsl
...erers/shaders/ShaderChunk/specular2map_pars_fragment.glsl
+5
-0
src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
+5
-18
src/renderers/shaders/ShaderLib.js
src/renderers/shaders/ShaderLib.js
+2
-1
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl
+4
-3
src/renderers/shaders/ShaderLib/meshphysical_vert.glsl
src/renderers/shaders/ShaderLib/meshphysical_vert.glsl
+1
-0
src/renderers/shaders/UniformsLib.js
src/renderers/shaders/UniformsLib.js
+6
-0
src/renderers/webgl/WebGLProgram.js
src/renderers/webgl/WebGLProgram.js
+2
-0
src/renderers/webgl/WebGLPrograms.js
src/renderers/webgl/WebGLPrograms.js
+2
-1
未找到文件。
src/materials/MeshStandardMaterialSG.js
浏览文件 @
037d33b6
...
...
@@ -7,11 +7,11 @@ import { Color } from '../math/Color';
*
* parameters = {
* glossiness: <float>,
* specular: <hex>,
* specular
2
: <hex>,
*
* glossinessMap: new THREE.Texture( <Image> ),
*
* specularMap: new THREE.Texture( <Image> ),
* specular
2
Map: new THREE.Texture( <Image> ),
* }
*/
...
...
@@ -24,11 +24,11 @@ function MeshStandardMaterialSG( parameters ) {
this
.
type
=
'
MeshStandardMaterialSG
'
;
this
.
glossiness
=
0.5
;
this
.
specular
=
new
Color
(
0x111111
);
this
.
specular
2
=
new
Color
(
0x000000
);
this
.
glossinessMap
=
null
;
this
.
specularMap
=
null
;
this
.
specular
2
Map
=
null
;
this
.
setValues
(
parameters
);
...
...
@@ -46,11 +46,11 @@ MeshStandardMaterialSG.prototype.copy = function ( source ) {
this
.
defines
[
'
STANDARD_SG
'
]
=
''
;
this
.
glossiness
=
source
.
glossiness
;
this
.
specular
.
copy
(
source
.
specular
);
this
.
specular
s
.
copy
(
source
.
specular2
);
this
.
glossinessMap
=
source
.
glossinessMap
;
this
.
specular
Map
=
source
.
specular
Map
;
this
.
specular
2Map
=
source
.
specular2
Map
;
return
this
;
...
...
src/renderers/WebGLRenderer.js
浏览文件 @
037d33b6
...
...
@@ -2201,7 +2201,7 @@ function WebGLRenderer( parameters ) {
function
refreshUniformsStandardSG
(
uniforms
,
material
)
{
uniforms
.
glossiness
.
value
=
material
.
roughness
;
uniforms
.
specular
.
value
.
copy
(
material
.
specular
);
uniforms
.
specular
2
.
value
.
copy
(
material
.
specular2
);
if
(
material
.
glossinessMap
)
{
...
...
@@ -2209,9 +2209,9 @@ function WebGLRenderer( parameters ) {
}
if
(
material
.
specularMap
)
{
if
(
material
.
specular
2
Map
)
{
uniforms
.
specular
Map
.
value
=
material
.
specular
Map
;
uniforms
.
specular
2Map
.
value
=
material
.
specular2
Map
;
}
...
...
src/renderers/shaders/ShaderChunk.js
浏览文件 @
037d33b6
...
...
@@ -77,6 +77,8 @@ import skinning_vertex from './ShaderChunk/skinning_vertex.glsl';
import
skinnormal_vertex
from
'
./ShaderChunk/skinnormal_vertex.glsl
'
;
import
specularmap_fragment
from
'
./ShaderChunk/specularmap_fragment.glsl
'
;
import
specularmap_pars_fragment
from
'
./ShaderChunk/specularmap_pars_fragment.glsl
'
;
import
specular2map_fragment
from
'
./ShaderChunk/specular2map_fragment.glsl
'
;
import
specular2map_pars_fragment
from
'
./ShaderChunk/specular2map_pars_fragment.glsl
'
;
import
tonemapping_fragment
from
'
./ShaderChunk/tonemapping_fragment.glsl
'
;
import
tonemapping_pars_fragment
from
'
./ShaderChunk/tonemapping_pars_fragment.glsl
'
;
import
uv_pars_fragment
from
'
./ShaderChunk/uv_pars_fragment.glsl
'
;
...
...
@@ -192,6 +194,8 @@ export var ShaderChunk = {
skinnormal_vertex
:
skinnormal_vertex
,
specularmap_fragment
:
specularmap_fragment
,
specularmap_pars_fragment
:
specularmap_pars_fragment
,
specular2map_fragment
:
specular2map_fragment
,
specular2map_pars_fragment
:
specular2map_pars_fragment
,
tonemapping_fragment
:
tonemapping_fragment
,
tonemapping_pars_fragment
:
tonemapping_pars_fragment
,
uv_pars_fragment
:
uv_pars_fragment
,
...
...
src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl
浏览文件 @
037d33b6
...
...
@@ -3,7 +3,7 @@ PhysicalMaterial material;
#ifdef STANDARD_SG
material
.
diffuseColor
=
diffuseColor
.
rgb
;
material
.
specularRoughness
=
clamp
(
1
.
0
-
glossinessFactor
,
0
.
04
,
1
.
0
);
material
.
specularColor
=
specularFactor
.
rgb
;
material
.
specularColor
=
specular
2
Factor
.
rgb
;
#else
material
.
diffuseColor
=
diffuseColor
.
rgb
*
(
1
.
0
-
metalnessFactor
);
material
.
specularRoughness
=
clamp
(
roughnessFactor
,
0
.
04
,
1
.
0
);
...
...
src/renderers/shaders/ShaderChunk/specular2map_fragment.glsl
0 → 100644
浏览文件 @
037d33b6
vec3
specular2Factor
=
specular2
;
#ifdef USE_SPECULAR2MAP
vec4
texelSpecular2
=
texture2D
(
specular2Map
,
vUv
);
// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture
specular2Factor
*=
texelSpecular2
.
rgb
;
#endif
\ No newline at end of file
src/renderers/shaders/ShaderChunk/specular2map_pars_fragment.glsl
0 → 100644
浏览文件 @
037d33b6
#ifdef USE_SPECULAR2MAP
uniform
sampler2D
specular2Map
;
#endif
\ No newline at end of file
src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
浏览文件 @
037d33b6
#ifdef STANDARD_SG
vec3
specularFactor
=
specular
;
float
specularStrength
;
#ifdef USE_SPECULARMAP
#ifdef USE_SPECULARMAP
vec4
texelSpecular
=
texture2D
(
specularMap
,
vUv
);
vec4
texelSpecular
=
texture2D
(
specularMap
,
vUv
);
specularStrength
=
texelSpecular
.
r
;
// reads channel RGB, compatible with a glTF Specular-Glossiness (RGBA) texture
specularFactor
*=
texelSpecular
.
rgb
;
#endif
#else
float
specularStrength
;
#ifdef USE_SPECULARMAP
vec4
texelSpecular
=
texture2D
(
specularMap
,
vUv
);
specularStrength
=
texelSpecular
.
r
;
#else
specularStrength
=
1
.
0
;
specularStrength
=
1
.
0
;
#endif
#endif
\ No newline at end of file
src/renderers/shaders/ShaderLib.js
浏览文件 @
037d33b6
...
...
@@ -83,6 +83,7 @@ var ShaderLib = {
UniformsLib
.
roughnessmap
,
UniformsLib
.
metalnessmap
,
UniformsLib
.
glossinessmap
,
UniformsLib
.
specular2map
,
UniformsLib
.
fog
,
UniformsLib
.
lights
,
{
...
...
@@ -90,7 +91,7 @@ var ShaderLib = {
roughness
:
{
value
:
0.5
},
metalness
:
{
value
:
0.5
},
glossiness
:
{
value
:
0.5
},
specular
:
{
value
:
new
Color
(
0x111111
)
},
specular
2
:
{
value
:
new
Color
(
0x000000
)
},
envMapIntensity
:
{
value
:
1
}
// temporary
}
]
),
...
...
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl
浏览文件 @
037d33b6
...
...
@@ -5,7 +5,7 @@ uniform vec3 emissive;
#ifdef STANDARD_SG
uniform
float
glossiness
;
uniform
vec3
specular
;
uniform
vec3
specular
2
;
#else
uniform
float
roughness
;
uniform
float
metalness
;
...
...
@@ -48,7 +48,7 @@ varying vec3 vViewPosition;
#ifdef STANDARD_SG
#include <glossinessmap_pars_fragment>
#include <specularmap_pars_fragment>
#include <specular
2
map_pars_fragment>
#else
#include <roughnessmap_pars_fragment>
#include <metalnessmap_pars_fragment>
...
...
@@ -70,10 +70,11 @@ void main() {
#include <color_fragment>
#include <alphamap_fragment>
#include <alphatest_fragment>
#include <specularmap_fragment>
#ifdef STANDARD_SG
#include <glossinessmap_fragment>
#include <specularmap_fragment>
#include <specular
2
map_fragment>
#else
#include <roughnessmap_fragment>
#include <metalnessmap_fragment>
...
...
src/renderers/shaders/ShaderLib/meshphysical_vert.glsl
浏览文件 @
037d33b6
...
...
@@ -17,6 +17,7 @@ varying vec3 vViewPosition;
#include <morphtarget_pars_vertex>
#include <skinning_pars_vertex>
#include <shadowmap_pars_vertex>
#include <specularmap_pars_fragment>
#include <logdepthbuf_pars_vertex>
#include <clipping_planes_pars_vertex>
...
...
src/renderers/shaders/UniformsLib.js
浏览文件 @
037d33b6
...
...
@@ -93,6 +93,12 @@ var UniformsLib = {
},
specular2map
:
{
specular2Map
:
{
value
:
null
}
},
fog
:
{
fogDensity
:
{
value
:
0.00025
},
...
...
src/renderers/webgl/WebGLProgram.js
浏览文件 @
037d33b6
...
...
@@ -339,6 +339,7 @@ function WebGLProgram( renderer, code, material, parameters ) {
parameters
.
roughnessMap
?
'
#define USE_ROUGHNESSMAP
'
:
''
,
parameters
.
metalnessMap
?
'
#define USE_METALNESSMAP
'
:
''
,
parameters
.
glossinessMap
?
'
#define USE_GLOSSINESSMAP
'
:
''
,
parameters
.
specular2Map
?
'
#define USE_SPECULAR2MAP
'
:
''
,
parameters
.
alphaMap
?
'
#define USE_ALPHAMAP
'
:
''
,
parameters
.
vertexColors
?
'
#define USE_COLOR
'
:
''
,
...
...
@@ -447,6 +448,7 @@ function WebGLProgram( renderer, code, material, parameters ) {
parameters
.
roughnessMap
?
'
#define USE_ROUGHNESSMAP
'
:
''
,
parameters
.
metalnessMap
?
'
#define USE_METALNESSMAP
'
:
''
,
parameters
.
glossinessMap
?
'
#define USE_GLOSSINESSMAP
'
:
''
,
parameters
.
specular2Map
?
'
#define USE_SPECULAR2MAP
'
:
''
,
parameters
.
alphaMap
?
'
#define USE_ALPHAMAP
'
:
''
,
parameters
.
vertexColors
?
'
#define USE_COLOR
'
:
''
,
...
...
src/renderers/webgl/WebGLPrograms.js
浏览文件 @
037d33b6
...
...
@@ -27,7 +27,7 @@ function WebGLPrograms( renderer, capabilities ) {
var
parameterNames
=
[
"
precision
"
,
"
supportsVertexTextures
"
,
"
map
"
,
"
mapEncoding
"
,
"
envMap
"
,
"
envMapMode
"
,
"
envMapEncoding
"
,
"
lightMap
"
,
"
aoMap
"
,
"
emissiveMap
"
,
"
emissiveMapEncoding
"
,
"
bumpMap
"
,
"
normalMap
"
,
"
displacementMap
"
,
"
specularMap
"
,
"
roughnessMap
"
,
"
metalnessMap
"
,
"
gradientMap
"
,
"
glossinessMap
"
,
"
roughnessMap
"
,
"
metalnessMap
"
,
"
gradientMap
"
,
"
glossinessMap
"
,
"
specular2Map
"
,
"
alphaMap
"
,
"
combine
"
,
"
vertexColors
"
,
"
fog
"
,
"
useFog
"
,
"
fogExp
"
,
"
flatShading
"
,
"
sizeAttenuation
"
,
"
logarithmicDepthBuffer
"
,
"
skinning
"
,
"
maxBones
"
,
"
useVertexTexture
"
,
"
morphTargets
"
,
"
morphNormals
"
,
...
...
@@ -151,6 +151,7 @@ function WebGLPrograms( renderer, capabilities ) {
roughnessMap
:
!!
material
.
roughnessMap
,
metalnessMap
:
!!
material
.
metalnessMap
,
glossinessMap
:
!!
material
.
glossinessMap
,
specular2Map
:
!!
material
.
specular2Map
,
specularMap
:
!!
material
.
specularMap
,
alphaMap
:
!!
material
.
alphaMap
,
...
...
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