提交 91d6c8d1 编写于 作者: M Mr.doob

Renamed MeshStandardMaterial to MeshPhysicalMaterial. See #7381.

上级 1a9e254a
......@@ -59,11 +59,11 @@
* }
*/
THREE.MeshStandardMaterial = function ( parameters ) {
THREE.MeshPhysicalMaterial = function ( parameters ) {
THREE.Material.call( this );
this.type = 'MeshStandardMaterial';
this.type = 'MeshPhysicalMaterial';
this.color = new THREE.Color( 0xffffff ); // diffuse
this.roughness = 0.5;
......@@ -124,10 +124,10 @@ THREE.MeshStandardMaterial = function ( parameters ) {
};
THREE.MeshStandardMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.MeshStandardMaterial.prototype.constructor = THREE.MeshStandardMaterial;
THREE.MeshPhysicalMaterial.prototype = Object.create( THREE.Material.prototype );
THREE.MeshPhysicalMaterial.prototype.constructor = THREE.MeshPhysicalMaterial;
THREE.MeshStandardMaterial.prototype.copy = function ( source ) {
THREE.MeshPhysicalMaterial.prototype.copy = function ( source ) {
THREE.Material.prototype.copy.call( this, source );
......
......@@ -637,7 +637,7 @@ THREE.WebGLRenderer = function ( parameters ) {
_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) {
if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshPhysicalMaterial' && material.shading === THREE.FlatShading ) {
for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
......@@ -1573,7 +1573,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( material instanceof THREE.ShaderMaterial ||
material instanceof THREE.MeshPhongMaterial ||
material instanceof THREE.MeshStandardMaterial ||
material instanceof THREE.MeshPhysicalMaterial ||
material.envMap ) {
if ( p_uniforms.cameraPosition !== undefined ) {
......@@ -1588,7 +1588,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( material instanceof THREE.MeshPhongMaterial ||
material instanceof THREE.MeshLambertMaterial ||
material instanceof THREE.MeshBasicMaterial ||
material instanceof THREE.MeshStandardMaterial ||
material instanceof THREE.MeshPhysicalMaterial ||
material instanceof THREE.ShaderMaterial ||
material.skinning ) {
......@@ -1667,7 +1667,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( material instanceof THREE.MeshPhongMaterial ||
material instanceof THREE.MeshLambertMaterial ||
material instanceof THREE.MeshStandardMaterial ||
material instanceof THREE.MeshPhysicalMaterial ||
material.lights ) {
if ( _lightsNeedUpdate ) {
......@@ -1694,7 +1694,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( material instanceof THREE.MeshBasicMaterial ||
material instanceof THREE.MeshLambertMaterial ||
material instanceof THREE.MeshPhongMaterial ||
material instanceof THREE.MeshStandardMaterial ) {
material instanceof THREE.MeshPhysicalMaterial ) {
refreshUniformsCommon( m_uniforms, material );
......@@ -1719,7 +1719,7 @@ THREE.WebGLRenderer = function ( parameters ) {
refreshUniformsPhong( m_uniforms, material );
} else if ( material instanceof THREE.MeshStandardMaterial ) {
} else if ( material instanceof THREE.MeshPhysicalMaterial ) {
refreshUniformsStandard( m_uniforms, material );
......
......@@ -8,7 +8,7 @@
#endif
uniform float flipEnvMap;
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )
uniform float refractionRatio;
......
#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )
#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( PHYSICAL )
varying vec3 vReflect;
......
#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )
#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( PHYSICAL )
vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
......
#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( STANDARD ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )
#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )
#ifdef USE_SKINNING
......
......@@ -409,7 +409,7 @@ THREE.ShaderLib = {
},
'standard': {
'physical': {
uniforms: THREE.UniformsUtils.merge( [
......@@ -438,7 +438,7 @@ THREE.ShaderLib = {
vertexShader: [
"#define STANDARD",
"#define PHYSICAL",
"varying vec3 vViewPosition;",
......@@ -461,7 +461,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "specularmap_pars_fragment" ],
THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
"void main() {", // STANDARD
"void main() {", // PHYSICAL
THREE.ShaderChunk[ "uv_vertex" ],
THREE.ShaderChunk[ "uv2_vertex" ],
......@@ -499,7 +499,7 @@ THREE.ShaderLib = {
fragmentShader: [
"#define STANDARD",
"#define PHYSICAL",
"uniform vec3 diffuse;",
"uniform vec3 emissive;",
......@@ -552,7 +552,7 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "aomap_fragment" ],
THREE.ShaderChunk[ "emissivemap_fragment" ],
THREE.ShaderChunk[ "lights_standard_fragment" ],
THREE.ShaderChunk[ "lights_physical_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ],
"totalDiffuseLight *= shadowMask;",
......@@ -560,7 +560,7 @@ THREE.ShaderLib = {
"outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) + totalSpecularLight + totalEmissiveLight;",
THREE.ShaderChunk[ "envmap_standard_fragment" ],
THREE.ShaderChunk[ "envmap_physical_fragment" ],
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
......
......@@ -8,7 +8,7 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
MeshBasicMaterial: 'basic',
MeshLambertMaterial: 'lambert',
MeshPhongMaterial: 'phong',
MeshStandardMaterial: 'standard',
MeshPhysicalMaterial: 'physical',
LineBasicMaterial: 'basic',
LineDashedMaterial: 'dashed',
PointsMaterial: 'points'
......
......@@ -66,7 +66,7 @@
"src/loaders/MaterialLoader.js",
"src/loaders/ObjectLoader.js",
"src/loaders/TextureLoader.js",
"src/loaders/CubeTextureLoader.js",
"src/loaders/CubeTextureLoader.js",
"src/loaders/BinaryTextureLoader.js",
"src/loaders/CompressedTextureLoader.js",
"src/materials/Material.js",
......@@ -75,7 +75,7 @@
"src/materials/MeshBasicMaterial.js",
"src/materials/MeshLambertMaterial.js",
"src/materials/MeshPhongMaterial.js",
"src/materials/MeshStandardMaterial.js",
"src/materials/MeshPhysicalMaterial.js",
"src/materials/MeshDepthMaterial.js",
"src/materials/MeshNormalMaterial.js",
"src/materials/MultiMaterial.js",
......@@ -125,7 +125,7 @@
"src/renderers/shaders/ShaderChunk/envmap_fragment.glsl",
"src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl",
"src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl",
"src/renderers/shaders/ShaderChunk/envmap_standard_fragment.glsl",
"src/renderers/shaders/ShaderChunk/envmap_physical_fragment.glsl",
"src/renderers/shaders/ShaderChunk/envmap_vertex.glsl",
"src/renderers/shaders/ShaderChunk/fog_fragment.glsl",
"src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl",
......@@ -138,7 +138,7 @@
"src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl",
"src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl",
"src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl",
"src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl",
"src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl",
"src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl",
"src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl",
"src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl",
......
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