提交 a8a0746f 编写于 作者: M Mr.doob

Updated builds

上级 7c06ac87
......@@ -18426,7 +18426,7 @@ THREE.MaterialLoader.prototype = {
if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
if ( json.normalMap !== undefined ) material.normalMap = this.getTexture( json.normalMap );
if ( json.normalScale ) {
if ( json.normalScale !== undefined ) {
var normalScale = json.normalScale;
......@@ -18438,7 +18438,7 @@ THREE.MaterialLoader.prototype = {
}
material.normalScale.fromArray( normalScale );
material.normalScale = new THREE.Vector2().fromArray( normalScale );
}
......@@ -20205,8 +20205,6 @@ THREE.MeshPhongMaterial = function ( parameters ) {
this.specular = new THREE.Color( 0x111111 );
this.shininess = 30;
this.metal = false;
this.map = null;
this.lightMap = null;
......@@ -20267,8 +20265,6 @@ THREE.MeshPhongMaterial.prototype.copy = function ( source ) {
this.specular.copy( source.specular );
this.shininess = source.shininess;
this.metal = source.metal;
this.map = source.map;
this.lightMap = source.lightMap;
......@@ -23759,15 +23755,7 @@ THREE.ShaderLib = {
"reflectedLight.directDiffuse *= shadowMask;",
"reflectedLight.directSpecular *= shadowMask;",
"#ifdef METAL",
" vec3 outgoingLight = ( reflectedLight.directDiffuse + reflectedLight.indirectDiffuse ) * specular + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
"#else",
" vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
"#endif",
"vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;",
THREE.ShaderChunk[ "envmap_fragment" ],
THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
......@@ -24601,8 +24589,6 @@ THREE.WebGLRenderer = function ( parameters ) {
},
_lightsNeedUpdate = true,
// info
_infoMemory = {
......@@ -24728,8 +24714,6 @@ THREE.WebGLRenderer = function ( parameters ) {
_currentGeometryProgram = '';
_currentMaterialId = - 1;
_lightsNeedUpdate = true;
state.reset();
}
......@@ -25565,7 +25549,6 @@ THREE.WebGLRenderer = function ( parameters ) {
_currentGeometryProgram = '';
_currentMaterialId = - 1;
_currentCamera = null;
_lightsNeedUpdate = true;
// update scene graph
......@@ -26098,7 +26081,7 @@ THREE.WebGLRenderer = function ( parameters ) {
// the next material that does gets activated:
refreshMaterial = true; // set to true on material change
_lightsNeedUpdate = true; // remains set until update done
refreshLights = true; // remains set until update done
}
......@@ -26191,14 +26174,6 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( refreshMaterial ) {
// refresh uniforms common to several materials
if ( fog && material.fog ) {
refreshUniformsFog( m_uniforms, fog );
}
if ( material instanceof THREE.MeshPhongMaterial ||
material instanceof THREE.MeshLambertMaterial ||
material instanceof THREE.MeshPhysicalMaterial ||
......@@ -26206,22 +26181,22 @@ THREE.WebGLRenderer = function ( parameters ) {
// the current material requires lighting info
// if we haven't done so since the start of the frame, after a
// reset or camera change, update the lighting uniforms values
// of all materials (by reference)
if ( _lightsNeedUpdate ) {
// note: all lighting uniforms are always set correctly
// they simply reference the renderer's state for their
// values
//
// use the current material's .needsUpdate flags to set
// the GL state when required
_lightsNeedUpdate = false;
markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
refreshLights = true;
}
}
// refresh uniforms common to several materials
// use the current material's .needsUpdate flags to set
// the GL state when required
if ( fog && material.fog ) {
markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );
refreshUniformsFog( m_uniforms, fog );
}
......@@ -29123,7 +29098,6 @@ THREE.WebGLProgram = ( function () {
parameters.flatShading ? '#define FLAT_SHADED' : '',
parameters.metal ? '#define METAL' : '',
parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
parameters.flipSided ? '#define FLIP_SIDED' : '',
......@@ -29333,7 +29307,7 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
"maxMorphTargets", "maxMorphNormals", "maxDirLights", "maxPointLights",
"maxSpotLights", "maxHemiLights", "maxShadows", "shadowMapEnabled", "pointLightShadows",
"shadowMapType", "shadowMapDebug", "alphaTest", "metal", "doubleSided",
"shadowMapType", "shadowMapDebug", "alphaTest", "doubleSided",
"flipSided"
];
......@@ -29454,7 +29428,6 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
shadowMapDebug: renderer.shadowMap.debug,
alphaTest: material.alphaTest,
metal: material.metal,
doubleSided: material.side === THREE.DoubleSide,
flipSided: material.side === THREE.BackSide
......@@ -31774,10 +31747,22 @@ Object.defineProperties( THREE, {
}
} );
Object.defineProperties( THREE.MeshPhongMaterial.prototype, {
metal: {
get: function () {
console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshPhysicalMaterial instead.' );
return false;
},
set: function ( value ) {
console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshPhysicalMaterial instead' );
}
}
} );
Object.defineProperties( THREE.ShaderMaterial.prototype, {
derivatives: {
get: function () {
console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
return this.extensions.derivatives;
},
set: function ( value ) {
......
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