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9e2f57d0
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9e2f57d0
编写于
8月 22, 2019
作者:
A
arobertson0
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Matching js material class names with glsl defines
上级
027f7077
变更
18
隐藏空白更改
内联
并排
Showing
18 changed file
with
22 addition
and
28 deletion
+22
-28
docs/api/en/materials/MeshPhysicalMaterial.html
docs/api/en/materials/MeshPhysicalMaterial.html
+1
-1
docs/api/en/materials/MeshStandardMaterial.html
docs/api/en/materials/MeshStandardMaterial.html
+1
-1
docs/api/zh/materials/MeshPhysicalMaterial.html
docs/api/zh/materials/MeshPhysicalMaterial.html
+1
-1
docs/api/zh/materials/MeshStandardMaterial.html
docs/api/zh/materials/MeshStandardMaterial.html
+1
-1
examples/js/effects/OutlineEffect.js
examples/js/effects/OutlineEffect.js
+1
-1
examples/js/loaders/GLTFLoader.js
examples/js/loaders/GLTFLoader.js
+1
-1
examples/jsm/effects/OutlineEffect.js
examples/jsm/effects/OutlineEffect.js
+1
-1
examples/jsm/loaders/GLTFLoader.js
examples/jsm/loaders/GLTFLoader.js
+1
-1
examples/jsm/nodes/materials/nodes/StandardNode.js
examples/jsm/nodes/materials/nodes/StandardNode.js
+1
-1
src/materials/MeshPhysicalMaterial.js
src/materials/MeshPhysicalMaterial.js
+4
-4
src/materials/MeshStandardMaterial.js
src/materials/MeshStandardMaterial.js
+2
-2
src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js
src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js
+1
-1
src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js
...shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js
+1
-1
src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js
...s/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js
+1
-1
src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js
...derers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js
+1
-1
src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js
...enderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js
+1
-1
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
+1
-7
src/renderers/shaders/ShaderLib/meshphysical_vert.glsl.js
src/renderers/shaders/ShaderLib/meshphysical_vert.glsl.js
+1
-1
未找到文件。
docs/api/en/materials/MeshPhysicalMaterial.html
浏览文件 @
9e2f57d0
...
...
@@ -75,8 +75,8 @@
<code>
{
'STANDARD': ''
'PHYSICAL': '',
'ADVANCED_PHYSICAL': ''
};
</code>
...
...
docs/api/en/materials/MeshStandardMaterial.html
浏览文件 @
9e2f57d0
...
...
@@ -122,7 +122,7 @@
<h3>
[property:Object defines]
</h3>
<p>
An object of the form:
<code>
{ '
PHYSICAL
': '' };
{ '
STANDARD
': '' };
</code>
This is used by the [page:WebGLRenderer] for selecting shaders.
...
...
docs/api/zh/materials/MeshPhysicalMaterial.html
浏览文件 @
9e2f57d0
...
...
@@ -69,8 +69,8 @@
<code>
{
'STANDARD': ''
'PHYSICAL': '',
'ADVANCED_PHYSICAL': ''
};
</code>
...
...
docs/api/zh/materials/MeshStandardMaterial.html
浏览文件 @
9e2f57d0
...
...
@@ -97,7 +97,7 @@
<h3>
[property:Object defines]
</h3>
<p>
如下形式的对象:
<code>
{ '
PHYSICAL
': '' };
{ '
STANDARD
': '' };
</code>
[page:WebGLRenderer]使用它来选择shaders。
</p>
...
...
examples/js/effects/OutlineEffect.js
浏览文件 @
9e2f57d0
...
...
@@ -125,7 +125,7 @@ THREE.OutlineEffect = function ( renderer, parameters ) {
var
vertexShaderChunk2
=
[
"
#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined(
PHYSICAL
)
"
,
"
#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined(
STANDARD
)
"
,
"
#ifndef USE_ENVMAP
"
,
"
vec3 objectNormal = normalize( normal );
"
,
"
#endif
"
,
...
...
examples/js/loaders/GLTFLoader.js
浏览文件 @
9e2f57d0
...
...
@@ -726,7 +726,7 @@ THREE.GLTFLoader = ( function () {
materialParams
.
vertexShader
=
shader
.
vertexShader
;
materialParams
.
fragmentShader
=
fragmentShader
;
materialParams
.
uniforms
=
uniforms
;
materialParams
.
defines
=
{
'
PHYSICAL
'
:
''
}
materialParams
.
defines
=
{
'
STANDARD
'
:
''
}
materialParams
.
color
=
new
THREE
.
Color
(
1.0
,
1.0
,
1.0
);
materialParams
.
opacity
=
1.0
;
...
...
examples/jsm/effects/OutlineEffect.js
浏览文件 @
9e2f57d0
...
...
@@ -132,7 +132,7 @@ var OutlineEffect = function ( renderer, parameters ) {
var
vertexShaderChunk2
=
[
"
#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined(
PHYSICAL
)
"
,
"
#if ! defined( LAMBERT ) && ! defined( PHONG ) && ! defined( TOON ) && ! defined(
STANDARD
)
"
,
"
#ifndef USE_ENVMAP
"
,
"
vec3 objectNormal = normalize( normal );
"
,
"
#endif
"
,
...
...
examples/jsm/loaders/GLTFLoader.js
浏览文件 @
9e2f57d0
...
...
@@ -791,7 +791,7 @@ var GLTFLoader = ( function () {
materialParams
.
vertexShader
=
shader
.
vertexShader
;
materialParams
.
fragmentShader
=
fragmentShader
;
materialParams
.
uniforms
=
uniforms
;
materialParams
.
defines
=
{
'
PHYSICAL
'
:
''
}
materialParams
.
defines
=
{
'
STANDARD
'
:
''
}
materialParams
.
color
=
new
Color
(
1.0
,
1.0
,
1.0
);
materialParams
.
opacity
=
1.0
;
...
...
examples/jsm/nodes/materials/nodes/StandardNode.js
浏览文件 @
9e2f57d0
...
...
@@ -33,7 +33,7 @@ StandardNode.prototype.build = function ( builder ) {
var
code
;
builder
.
define
(
'
PHYSICAL
'
);
builder
.
define
(
'
STANDARD
'
);
var
useClearcoat
=
this
.
clearcoat
||
this
.
clearcoatRoughness
||
this
.
clearCoatNormal
;
...
...
src/materials/MeshPhysicalMaterial.js
浏览文件 @
9e2f57d0
...
...
@@ -23,8 +23,8 @@ function MeshPhysicalMaterial( parameters ) {
this
.
defines
=
{
'
PHYSICAL
'
:
''
,
'
ADVANCED_
PHYSICAL
'
:
''
'
STANDARD
'
:
''
,
'
PHYSICAL
'
:
''
};
...
...
@@ -55,8 +55,8 @@ MeshPhysicalMaterial.prototype.copy = function ( source ) {
this
.
defines
=
{
'
PHYSICAL
'
:
''
,
'
ADVANCED_
PHYSICAL
'
:
''
'
STANDARD
'
:
''
,
'
PHYSICAL
'
:
''
};
...
...
src/materials/MeshStandardMaterial.js
浏览文件 @
9e2f57d0
...
...
@@ -59,7 +59,7 @@ function MeshStandardMaterial( parameters ) {
Material
.
call
(
this
);
this
.
defines
=
{
'
PHYSICAL
'
:
''
};
this
.
defines
=
{
'
STANDARD
'
:
''
};
this
.
type
=
'
MeshStandardMaterial
'
;
...
...
@@ -123,7 +123,7 @@ MeshStandardMaterial.prototype.copy = function ( source ) {
Material
.
prototype
.
copy
.
call
(
this
,
source
);
this
.
defines
=
{
'
PHYSICAL
'
:
''
};
this
.
defines
=
{
'
STANDARD
'
:
''
};
this
.
color
.
copy
(
source
.
color
);
this
.
roughness
=
source
.
roughness
;
...
...
src/renderers/shaders/ShaderChunk/aomap_fragment.glsl.js
浏览文件 @
9e2f57d0
...
...
@@ -6,7 +6,7 @@ export default /* glsl */`
reflectedLight.indirectDiffuse *= ambientOcclusion;
#if defined( USE_ENVMAP ) && defined(
PHYSICAL
)
#if defined( USE_ENVMAP ) && defined(
STANDARD
)
float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );
...
...
src/renderers/shaders/ShaderChunk/clipping_planes_pars_fragment.glsl.js
浏览文件 @
9e2f57d0
export
default
/* glsl */
`
#if NUM_CLIPPING_PLANES > 0
#if ! defined(
PHYSICAL
) && ! defined( PHONG ) && ! defined( MATCAP )
#if ! defined(
STANDARD
) && ! defined( PHONG ) && ! defined( MATCAP )
varying vec3 vViewPosition;
#endif
...
...
src/renderers/shaders/ShaderChunk/clipping_planes_pars_vertex.glsl.js
浏览文件 @
9e2f57d0
export
default
/* glsl */
`
#if NUM_CLIPPING_PLANES > 0 && ! defined(
PHYSICAL
) && ! defined( PHONG ) && ! defined( MATCAP )
#if NUM_CLIPPING_PLANES > 0 && ! defined(
STANDARD
) && ! defined( PHONG ) && ! defined( MATCAP )
varying vec3 vViewPosition;
#endif
`
;
src/renderers/shaders/ShaderChunk/clipping_planes_vertex.glsl.js
浏览文件 @
9e2f57d0
export
default
/* glsl */
`
#if NUM_CLIPPING_PLANES > 0 && ! defined(
PHYSICAL
) && ! defined( PHONG ) && ! defined( MATCAP )
#if NUM_CLIPPING_PLANES > 0 && ! defined(
STANDARD
) && ! defined( PHONG ) && ! defined( MATCAP )
vViewPosition = - mvPosition.xyz;
#endif
`
;
src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js
浏览文件 @
9e2f57d0
...
...
@@ -15,7 +15,7 @@ export default /* glsl */`
#endif
#if defined( USE_ENVMAP ) && defined(
PHYSICAL
) && defined( ENVMAP_TYPE_CUBE_UV )
#if defined( USE_ENVMAP ) && defined(
STANDARD
) && defined( ENVMAP_TYPE_CUBE_UV )
irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel );
...
...
src/renderers/shaders/ShaderLib/meshphysical_frag.glsl.js
浏览文件 @
9e2f57d0
export
default
/* glsl */
`
#define
PHYSICAL_REFLECTION
#define
STANDARD
#ifdef PHYSICAL
#define CLEARCOAT
#endif
#ifdef ADVANCED_PHYSICAL
#define REFLECTIVITY
#define CLEARCOAT
#endif
...
...
src/renderers/shaders/ShaderLib/meshphysical_vert.glsl.js
浏览文件 @
9e2f57d0
export
default
/* glsl */
`
#define
PHYSICAL
#define
STANDARD
varying vec3 vViewPosition;
...
...
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