提交 5c16f25b 编写于 作者: M Mr.doob

Updated builds.

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