提交 40c3d80b 编写于 作者: M Mr.doob

Updated builds.

上级 cdc97e15
......@@ -19807,7 +19807,7 @@ THREE.WebGLRenderer = function ( parameters ) {
this.enableScissorTest = function ( boolean ) {
state.set( _gl.SCISSOR_TEST, boolean );
state.setScissorTest( boolean );
};
......@@ -25281,6 +25281,20 @@ THREE.WebGLState = function ( gl, paramThreeToGL ) {
};
this.setScissorTest = function ( scissorTest ) {
if ( scissorTest ) {
this.enable( gl.SCISSOR_TEST );
} else {
this.disable( gl.SCISSOR_TEST );
}
};
// texture
this.activeTexture = function ( webglSlot ) {
......
......@@ -547,7 +547,7 @@ t.MEDIUM_FLOAT),M=t.getShaderPrecisionFormat(t.FRAGMENT_SHADER,t.HIGH_FLOAT);a=t
(E="lowp",console.warn("THREE.WebGLRenderer: highp and mediump not supported, using lowp.")));"mediump"!==E||C||(E="lowp",console.warn("THREE.WebGLRenderer: mediump not supported, using lowp."));var Lb=new THREE.SpritePlugin(this,Ha),Mb=new THREE.LensFlarePlugin(this,Pa);this.getContext=function(){return t};this.forceContextLoss=function(){V.get("WEBGL_lose_context").loseContext()};this.supportsVertexTextures=function(){return mb};this.supportsInstancedArrays=function(){return Kb};this.supportsFloatTextures=
function(){return V.get("OES_texture_float")};this.supportsHalfFloatTextures=function(){return V.get("OES_texture_half_float")};this.supportsStandardDerivatives=function(){return V.get("OES_standard_derivatives")};this.supportsCompressedTextureS3TC=function(){return V.get("WEBGL_compressed_texture_s3tc")};this.supportsCompressedTexturePVRTC=function(){return V.get("WEBGL_compressed_texture_pvrtc")};this.supportsBlendMinMax=function(){return V.get("EXT_blend_minmax")};this.getMaxAnisotropy=function(){var a;
return function(){if(void 0!==a)return a;var b=V.get("EXT_texture_filter_anisotropic");return a=null!==b?t.getParameter(b.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0}}();this.getPrecision=function(){return E};this.getPixelRatio=function(){return A};this.setPixelRatio=function(a){void 0!==a&&(A=a)};this.getSize=function(){return{width:S,height:G}};this.setSize=function(a,b,c){S=a;G=b;B.width=a*A;B.height=b*A;!1!==c&&(B.style.width=a+"px",B.style.height=b+"px");this.setViewport(0,0,a,b)};this.setViewport=function(a,
b,c,d){Ia=a*A;Ja=b*A;Ca=c*A;wa=d*A;t.viewport(Ia,Ja,Ca,wa)};this.setScissor=function(a,b,c,d){t.scissor(a*A,b*A,c*A,d*A)};this.enableScissorTest=function(a){N.set(t.SCISSOR_TEST,a)};this.getClearColor=function(){return aa};this.setClearColor=function(a,c){aa.set(a);ea=void 0!==c?c:1;b(aa.r,aa.g,aa.b,ea)};this.getClearAlpha=function(){return ea};this.setClearAlpha=function(a){ea=a;b(aa.r,aa.g,aa.b,ea)};this.clear=function(a,b,c){var d=0;if(void 0===a||a)d|=t.COLOR_BUFFER_BIT;if(void 0===b||b)d|=t.DEPTH_BUFFER_BIT;
b,c,d){Ia=a*A;Ja=b*A;Ca=c*A;wa=d*A;t.viewport(Ia,Ja,Ca,wa)};this.setScissor=function(a,b,c,d){t.scissor(a*A,b*A,c*A,d*A)};this.enableScissorTest=function(a){N.setScissorTest(a)};this.getClearColor=function(){return aa};this.setClearColor=function(a,c){aa.set(a);ea=void 0!==c?c:1;b(aa.r,aa.g,aa.b,ea)};this.getClearAlpha=function(){return ea};this.setClearAlpha=function(a){ea=a;b(aa.r,aa.g,aa.b,ea)};this.clear=function(a,b,c){var d=0;if(void 0===a||a)d|=t.COLOR_BUFFER_BIT;if(void 0===b||b)d|=t.DEPTH_BUFFER_BIT;
if(void 0===c||c)d|=t.STENCIL_BUFFER_BIT;t.clear(d)};this.clearColor=function(){t.clear(t.COLOR_BUFFER_BIT)};this.clearDepth=function(){t.clear(t.DEPTH_BUFFER_BIT)};this.clearStencil=function(){t.clear(t.STENCIL_BUFFER_BIT)};this.clearTarget=function(a,b,c,d){this.setRenderTarget(a);this.clear(b,c,d)};this.resetGLState=d;this.renderBufferImmediate=function(a,b,c){N.initAttributes();var d=Z.get(a);a.hasPositions&&!d.__webglVertexBuffer&&(d.__webglVertexBuffer=t.createBuffer());a.hasNormals&&!d.__webglNormalBuffer&&
(d.__webglNormalBuffer=t.createBuffer());a.hasUvs&&!d.__webglUvBuffer&&(d.__webglUvBuffer=t.createBuffer());a.hasColors&&!d.__webglColorBuffer&&(d.__webglColorBuffer=t.createBuffer());b=b.getAttributes();a.hasPositions&&(t.bindBuffer(t.ARRAY_BUFFER,d.__webglVertexBuffer),t.bufferData(t.ARRAY_BUFFER,a.positionArray,t.DYNAMIC_DRAW),N.enableAttribute(b.position),t.vertexAttribPointer(b.position,3,t.FLOAT,!1,0,0));if(a.hasNormals){t.bindBuffer(t.ARRAY_BUFFER,d.__webglNormalBuffer);if(!1===c instanceof
THREE.MeshPhongMaterial&&c.shading===THREE.FlatShading){var e,g,f,h,k,l,n,m,p,q,r,s=3*a.count;for(r=0;r<s;r+=9)q=a.normalArray,e=q[r],g=q[r+1],f=q[r+2],h=q[r+3],l=q[r+4],m=q[r+5],k=q[r+6],n=q[r+7],p=q[r+8],e=(e+h+k)/3,g=(g+l+n)/3,f=(f+m+p)/3,q[r]=e,q[r+1]=g,q[r+2]=f,q[r+3]=e,q[r+4]=g,q[r+5]=f,q[r+6]=e,q[r+7]=g,q[r+8]=f}t.bufferData(t.ARRAY_BUFFER,a.normalArray,t.DYNAMIC_DRAW);N.enableAttribute(b.normal);t.vertexAttribPointer(b.normal,3,t.FLOAT,!1,0,0)}a.hasUvs&&c.map&&(t.bindBuffer(t.ARRAY_BUFFER,
......@@ -622,8 +622,8 @@ a.ONE_MINUS_SRC_ALPHA)};this.initAttributes=function(){for(var a=0,b=d.length;a<
c===THREE.AdditiveBlending?(this.enable(a.BLEND),a.blendEquation(a.FUNC_ADD),a.blendFunc(a.SRC_ALPHA,a.ONE)):c===THREE.SubtractiveBlending?(this.enable(a.BLEND),a.blendEquation(a.FUNC_ADD),a.blendFunc(a.ZERO,a.ONE_MINUS_SRC_COLOR)):c===THREE.MultiplyBlending?(this.enable(a.BLEND),a.blendEquation(a.FUNC_ADD),a.blendFunc(a.ZERO,a.SRC_COLOR)):c===THREE.CustomBlending?this.enable(a.BLEND):(this.enable(a.BLEND),a.blendEquationSeparate(a.FUNC_ADD,a.FUNC_ADD),a.blendFuncSeparate(a.SRC_ALPHA,a.ONE_MINUS_SRC_ALPHA,
a.ONE,a.ONE_MINUS_SRC_ALPHA)),g=c);if(c===THREE.CustomBlending){q=q||d;r=r||e;s=s||f;if(d!==h||q!==m)a.blendEquationSeparate(b(d),b(q)),h=d,m=q;if(e!==k||f!==l||r!==p||s!==n)a.blendFuncSeparate(b(e),b(f),b(r),b(s)),k=e,l=f,p=r,n=s}else n=p=m=l=k=h=null};this.setDepthFunc=function(b){if(q!==b){if(b)switch(b){case THREE.NeverDepth:a.depthFunc(a.NEVER);break;case THREE.AlwaysDepth:a.depthFunc(a.ALWAYS);break;case THREE.LessDepth:a.depthFunc(a.LESS);break;case THREE.LessEqualDepth:a.depthFunc(a.LEQUAL);
break;case THREE.EqualDepth:a.depthFunc(a.EQUAL);break;case THREE.GreaterEqualDepth:a.depthFunc(a.GEQUAL);break;case THREE.GreaterDepth:a.depthFunc(a.GREATER);break;case THREE.NotEqualDepth:a.depthFunc(a.NOTEQUAL);break;default:a.depthFunc(a.LEQUAL)}else a.depthFunc(a.LEQUAL);q=b}};this.setDepthTest=function(b){b?this.enable(a.DEPTH_TEST):this.disable(a.DEPTH_TEST)};this.setDepthWrite=function(b){r!==b&&(a.depthMask(b),r=b)};this.setColorWrite=function(b){s!==b&&(a.colorMask(b,b,b,b),s=b)};this.setFlipSided=
function(b){u!==b&&(b?a.frontFace(a.CW):a.frontFace(a.CCW),u=b)};this.setLineWidth=function(b){b!==w&&(a.lineWidth(b),w=b)};this.setPolygonOffset=function(b,c,d){b?this.enable(a.POLYGON_OFFSET_FILL):this.disable(a.POLYGON_OFFSET_FILL);!b||x===c&&z===d||(a.polygonOffset(c,d),x=c,z=d)};this.activeTexture=function(b){void 0===b&&(b=a.TEXTURE0+v-1);H!==b&&(a.activeTexture(b),H=b)};this.bindTexture=function(b,d){void 0===H&&c.activeTexture();var e=I[H];void 0===e&&(e={type:void 0,texture:void 0},I[H]=
e);if(e.type!==b||e.texture!==d)a.bindTexture(b,d),e.type=b,e.texture=d};this.compressedTexImage2D=function(){try{a.compressedTexImage2D.apply(a,arguments)}catch(b){console.error(b)}};this.texImage2D=function(){try{a.texImage2D.apply(a,arguments)}catch(b){console.error(b)}};this.reset=function(){for(var b=0;b<e.length;b++)1===e[b]&&(a.disableVertexAttribArray(b),e[b]=0);f={};u=s=r=g=null}};
function(b){u!==b&&(b?a.frontFace(a.CW):a.frontFace(a.CCW),u=b)};this.setLineWidth=function(b){b!==w&&(a.lineWidth(b),w=b)};this.setPolygonOffset=function(b,c,d){b?this.enable(a.POLYGON_OFFSET_FILL):this.disable(a.POLYGON_OFFSET_FILL);!b||x===c&&z===d||(a.polygonOffset(c,d),x=c,z=d)};this.setScissorTest=function(b){b?this.enable(a.SCISSOR_TEST):this.disable(a.SCISSOR_TEST)};this.activeTexture=function(b){void 0===b&&(b=a.TEXTURE0+v-1);H!==b&&(a.activeTexture(b),H=b)};this.bindTexture=function(b,d){void 0===
H&&c.activeTexture();var e=I[H];void 0===e&&(e={type:void 0,texture:void 0},I[H]=e);if(e.type!==b||e.texture!==d)a.bindTexture(b,d),e.type=b,e.texture=d};this.compressedTexImage2D=function(){try{a.compressedTexImage2D.apply(a,arguments)}catch(b){console.error(b)}};this.texImage2D=function(){try{a.texImage2D.apply(a,arguments)}catch(b){console.error(b)}};this.reset=function(){for(var b=0;b<e.length;b++)1===e[b]&&(a.disableVertexAttribArray(b),e[b]=0);f={};u=s=r=g=null}};
THREE.LensFlarePlugin=function(a,b){var c,d,e,f,g,h,k,l,m,p,n=a.context,q=a.state,r,s,u,w,x,z;this.render=function(v,H,I,y){if(0!==b.length){v=new THREE.Vector3;var D=y/I,F=.5*I,B=.5*y,C=16/y,S=new THREE.Vector2(C*D,C),G=new THREE.Vector3(1,1,0),A=new THREE.Vector2(1,1);if(void 0===u){var C=new Float32Array([-1,-1,0,0,1,-1,1,0,1,1,1,1,-1,1,0,1]),E=new Uint16Array([0,1,2,0,2,3]);r=n.createBuffer();s=n.createBuffer();n.bindBuffer(n.ARRAY_BUFFER,r);n.bufferData(n.ARRAY_BUFFER,C,n.STATIC_DRAW);n.bindBuffer(n.ELEMENT_ARRAY_BUFFER,
s);n.bufferData(n.ELEMENT_ARRAY_BUFFER,E,n.STATIC_DRAW);x=n.createTexture();z=n.createTexture();q.bindTexture(n.TEXTURE_2D,x);n.texImage2D(n.TEXTURE_2D,0,n.RGB,16,16,0,n.RGB,n.UNSIGNED_BYTE,null);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_S,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_T,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MAG_FILTER,n.NEAREST);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MIN_FILTER,n.NEAREST);q.bindTexture(n.TEXTURE_2D,z);n.texImage2D(n.TEXTURE_2D,0,
n.RGBA,16,16,0,n.RGBA,n.UNSIGNED_BYTE,null);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_S,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_WRAP_T,n.CLAMP_TO_EDGE);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MAG_FILTER,n.NEAREST);n.texParameteri(n.TEXTURE_2D,n.TEXTURE_MIN_FILTER,n.NEAREST);var C=(w=0<n.getParameter(n.MAX_VERTEX_TEXTURE_IMAGE_UNITS))?{vertexShader:"uniform lowp int renderType;\nuniform vec3 screenPosition;\nuniform vec2 scale;\nuniform float rotation;\nuniform sampler2D occlusionMap;\nattribute vec2 position;\nattribute vec2 uv;\nvarying vec2 vUV;\nvarying float vVisibility;\nvoid main() {\nvUV = uv;\nvec2 pos = position;\nif( renderType == 2 ) {\nvec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );\nvisibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );\nvVisibility = visibility.r / 9.0;\nvVisibility *= 1.0 - visibility.g / 9.0;\nvVisibility *= visibility.b / 9.0;\nvVisibility *= 1.0 - visibility.a / 9.0;\npos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;\npos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;\n}\ngl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );\n}",
......
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