提交 5c16f25b 编写于 作者: M Mr.doob

Updated builds.

上级 60bf8fbf
......@@ -8955,6 +8955,17 @@ THREE.BufferAttribute.prototype = {
this.array[ index + 1 ] = y;
this.array[ index + 2 ] = z;
},
setXYZW: function ( index, x, y, z, w ) {
index *= this.itemSize;
this.array[ index ] = x;
this.array[ index + 1 ] = y;
this.array[ index + 2 ] = z;
this.array[ index + 3 ] = w;
}
};
......@@ -14948,7 +14959,7 @@ THREE.ShaderMaterial = function ( parameters ) {
// When rendered geometry doesn't include these attributes but the material does,
// use these default values in WebGL. This avoids errors when buffer data is missing.
this.defaultAttributeValues = {
"color" : [ 1, 1, 1],
"color" : [ 1, 1, 1 ],
"uv" : [ 0, 0 ],
"uv2" : [ 0, 0 ]
};
......@@ -14995,6 +15006,28 @@ THREE.ShaderMaterial.prototype.clone = function () {
};
/**
* @author mrdoob / http://mrdoob.com/
*/
THREE.RawShaderMaterial = function ( parameters ) {
THREE.ShaderMaterial.call( this, parameters );
};
THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
THREE.RawShaderMaterial.prototype.clone = function () {
var material = new THREE.RawShaderMaterial();
THREE.ShaderMaterial.prototype.clone.call( this, material );
return material;
};
/**
* @author alteredq / http://alteredqualia.com/
*
......@@ -26711,152 +26744,163 @@ THREE.WebGLProgram = ( function () {
var program = _gl.createProgram();
var prefix_vertex = [
var prefix_vertex, prefix_fragment;
"precision " + parameters.precision + " float;",
"precision " + parameters.precision + " int;",
if ( material instanceof THREE.RawShaderMaterial ) {
customDefines,
prefix_vertex = '';
prefix_fragment = '';
parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
} else {
_this.gammaInput ? "#define GAMMA_INPUT" : "",
_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
prefix_vertex = [
"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
"precision " + parameters.precision + " float;",
"precision " + parameters.precision + " int;",
"#define MAX_SHADOWS " + parameters.maxShadows,
customDefines,
"#define MAX_BONES " + parameters.maxBones,
parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
parameters.map ? "#define USE_MAP" : "",
parameters.envMap ? "#define USE_ENVMAP" : "",
parameters.lightMap ? "#define USE_LIGHTMAP" : "",
parameters.bumpMap ? "#define USE_BUMPMAP" : "",
parameters.normalMap ? "#define USE_NORMALMAP" : "",
parameters.specularMap ? "#define USE_SPECULARMAP" : "",
parameters.vertexColors ? "#define USE_COLOR" : "",
_this.gammaInput ? "#define GAMMA_INPUT" : "",
_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
parameters.skinning ? "#define USE_SKINNING" : "",
parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
parameters.wrapAround ? "#define WRAP_AROUND" : "",
parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
parameters.flipSided ? "#define FLIP_SIDED" : "",
"#define MAX_SHADOWS " + parameters.maxShadows,
parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
"#define MAX_BONES " + parameters.maxBones,
parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
parameters.map ? "#define USE_MAP" : "",
parameters.envMap ? "#define USE_ENVMAP" : "",
parameters.lightMap ? "#define USE_LIGHTMAP" : "",
parameters.bumpMap ? "#define USE_BUMPMAP" : "",
parameters.normalMap ? "#define USE_NORMALMAP" : "",
parameters.specularMap ? "#define USE_SPECULARMAP" : "",
parameters.vertexColors ? "#define USE_COLOR" : "",
"uniform mat4 modelMatrix;",
"uniform mat4 modelViewMatrix;",
"uniform mat4 projectionMatrix;",
"uniform mat4 viewMatrix;",
"uniform mat3 normalMatrix;",
"uniform vec3 cameraPosition;",
parameters.skinning ? "#define USE_SKINNING" : "",
parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
"attribute vec3 position;",
"attribute vec3 normal;",
"attribute vec2 uv;",
"attribute vec2 uv2;",
parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
parameters.wrapAround ? "#define WRAP_AROUND" : "",
parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
parameters.flipSided ? "#define FLIP_SIDED" : "",
"#ifdef USE_COLOR",
parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
" attribute vec3 color;",
parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
"#endif",
"uniform mat4 modelMatrix;",
"uniform mat4 modelViewMatrix;",
"uniform mat4 projectionMatrix;",
"uniform mat4 viewMatrix;",
"uniform mat3 normalMatrix;",
"uniform vec3 cameraPosition;",
"#ifdef USE_MORPHTARGETS",
"attribute vec3 position;",
"attribute vec3 normal;",
"attribute vec2 uv;",
"attribute vec2 uv2;",
" attribute vec3 morphTarget0;",
" attribute vec3 morphTarget1;",
" attribute vec3 morphTarget2;",
" attribute vec3 morphTarget3;",
"#ifdef USE_COLOR",
" #ifdef USE_MORPHNORMALS",
" attribute vec3 color;",
" attribute vec3 morphNormal0;",
" attribute vec3 morphNormal1;",
" attribute vec3 morphNormal2;",
" attribute vec3 morphNormal3;",
"#endif",
" #else",
"#ifdef USE_MORPHTARGETS",
" attribute vec3 morphTarget4;",
" attribute vec3 morphTarget5;",
" attribute vec3 morphTarget6;",
" attribute vec3 morphTarget7;",
" attribute vec3 morphTarget0;",
" attribute vec3 morphTarget1;",
" attribute vec3 morphTarget2;",
" attribute vec3 morphTarget3;",
" #endif",
" #ifdef USE_MORPHNORMALS",
"#endif",
" attribute vec3 morphNormal0;",
" attribute vec3 morphNormal1;",
" attribute vec3 morphNormal2;",
" attribute vec3 morphNormal3;",
"#ifdef USE_SKINNING",
" #else",
" attribute vec4 skinIndex;",
" attribute vec4 skinWeight;",
" attribute vec3 morphTarget4;",
" attribute vec3 morphTarget5;",
" attribute vec3 morphTarget6;",
" attribute vec3 morphTarget7;",
"#endif",
" #endif",
"#endif",
"#ifdef USE_SKINNING",
""
" attribute vec4 skinIndex;",
" attribute vec4 skinWeight;",
].join( '\n' );
"#endif",
var prefix_fragment = [
""
"precision " + parameters.precision + " float;",
"precision " + parameters.precision + " int;",
].join( '\n' );
( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
prefix_fragment = [
customDefines,
"precision " + parameters.precision + " float;",
"precision " + parameters.precision + " int;",
"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
"#define MAX_SHADOWS " + parameters.maxShadows,
customDefines,
parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
"#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
_this.gammaInput ? "#define GAMMA_INPUT" : "",
_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
"#define MAX_SHADOWS " + parameters.maxShadows,
( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
parameters.map ? "#define USE_MAP" : "",
parameters.envMap ? "#define USE_ENVMAP" : "",
parameters.lightMap ? "#define USE_LIGHTMAP" : "",
parameters.bumpMap ? "#define USE_BUMPMAP" : "",
parameters.normalMap ? "#define USE_NORMALMAP" : "",
parameters.specularMap ? "#define USE_SPECULARMAP" : "",
parameters.vertexColors ? "#define USE_COLOR" : "",
_this.gammaInput ? "#define GAMMA_INPUT" : "",
_this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
parameters.metal ? "#define METAL" : "",
parameters.wrapAround ? "#define WRAP_AROUND" : "",
parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
parameters.flipSided ? "#define FLIP_SIDED" : "",
( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
parameters.map ? "#define USE_MAP" : "",
parameters.envMap ? "#define USE_ENVMAP" : "",
parameters.lightMap ? "#define USE_LIGHTMAP" : "",
parameters.bumpMap ? "#define USE_BUMPMAP" : "",
parameters.normalMap ? "#define USE_NORMALMAP" : "",
parameters.specularMap ? "#define USE_SPECULARMAP" : "",
parameters.vertexColors ? "#define USE_COLOR" : "",
"uniform mat4 viewMatrix;",
"uniform vec3 cameraPosition;",
""
parameters.metal ? "#define METAL" : "",
parameters.wrapAround ? "#define WRAP_AROUND" : "",
parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
parameters.flipSided ? "#define FLIP_SIDED" : "",
].join( '\n' );
parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
"uniform mat4 viewMatrix;",
"uniform vec3 cameraPosition;",
""
].join( '\n' );
}
var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
......
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -200,7 +200,7 @@ THREE.WebGLProgram = ( function () {
].join( '\n' );
var prefix_fragment = [
prefix_fragment = [
"precision " + parameters.precision + " float;",
"precision " + parameters.precision + " int;",
......
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