提交 d5009df9 编写于 作者: M Mr.doob

Updated builds.

上级 8735cbab
......@@ -4911,6 +4911,71 @@
};
/**
* Uniform Utilities
*/
var UniformsUtils = {
merge: function ( uniforms ) {
var merged = {};
for ( var u = 0; u < uniforms.length; u ++ ) {
var tmp = this.clone( uniforms[ u ] );
for ( var p in tmp ) {
merged[ p ] = tmp[ p ];
}
}
return merged;
},
clone: function ( uniforms_src ) {
var uniforms_dst = {};
for ( var u in uniforms_src ) {
uniforms_dst[ u ] = {};
for ( var p in uniforms_src[ u ] ) {
var parameter_src = uniforms_src[ u ][ p ];
if ( parameter_src && ( parameter_src.isColor ||
parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
parameter_src.isTexture ) ) {
uniforms_dst[ u ][ p ] = parameter_src.clone();
} else if ( Array.isArray( parameter_src ) ) {
uniforms_dst[ u ][ p ] = parameter_src.slice();
} else {
uniforms_dst[ u ][ p ] = parameter_src;
}
}
}
return uniforms_dst;
}
};
var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";
var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";
......@@ -5960,12 +6025,12 @@
basic: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.fog
),
] ),
vertexShader: ShaderChunk.meshbasic_vert,
fragmentShader: ShaderChunk.meshbasic_frag
......@@ -5974,7 +6039,7 @@
lambert: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.aomap,
UniformsLib.lightmap,
......@@ -5982,9 +6047,9 @@
UniformsLib.fog,
UniformsLib.lights,
{
emissive : { value: new Color( 0x000000 ) }
emissive: { value: new Color( 0x000000 ) }
}
),
] ),
vertexShader: ShaderChunk.meshlambert_vert,
fragmentShader: ShaderChunk.meshlambert_frag
......@@ -5993,7 +6058,7 @@
phong: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.aomap,
UniformsLib.lightmap,
......@@ -6005,11 +6070,11 @@
UniformsLib.fog,
UniformsLib.lights,
{
emissive : { value: new Color( 0x000000 ) },
specular : { value: new Color( 0x111111 ) },
emissive: { value: new Color( 0x000000 ) },
specular: { value: new Color( 0x111111 ) },
shininess: { value: 30 }
}
),
] ),
vertexShader: ShaderChunk.meshphong_vert,
fragmentShader: ShaderChunk.meshphong_frag
......@@ -6018,7 +6083,7 @@
standard: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.aomap,
UniformsLib.lightmap,
......@@ -6031,12 +6096,12 @@
UniformsLib.fog,
UniformsLib.lights,
{
emissive : { value: new Color( 0x000000 ) },
emissive: { value: new Color( 0x000000 ) },
roughness: { value: 0.5 },
metalness: { value: 0 },
envMapIntensity : { value: 1 } // temporary
envMapIntensity: { value: 1 } // temporary
}
),
] ),
vertexShader: ShaderChunk.meshphysical_vert,
fragmentShader: ShaderChunk.meshphysical_frag
......@@ -6045,10 +6110,10 @@
points: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.points,
UniformsLib.fog
),
] ),
vertexShader: ShaderChunk.points_vert,
fragmentShader: ShaderChunk.points_frag
......@@ -6057,15 +6122,15 @@
dashed: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.fog,
{
scale : { value: 1 },
dashSize : { value: 1 },
scale: { value: 1 },
dashSize: { value: 1 },
totalSize: { value: 2 }
}
),
] ),
vertexShader: ShaderChunk.linedashed_vert,
fragmentShader: ShaderChunk.linedashed_frag
......@@ -6074,10 +6139,10 @@
depth: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.displacementmap
),
] ),
vertexShader: ShaderChunk.depth_vert,
fragmentShader: ShaderChunk.depth_frag
......@@ -6087,7 +6152,7 @@
normal: {
uniforms: {
opacity : { value: 1.0 }
opacity: { value: 1.0 }
},
vertexShader: ShaderChunk.normal_vert,
......@@ -6143,13 +6208,13 @@
ShaderLib.physical = {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
ShaderLib.standard.uniforms,
{
clearCoat: { value: 0 },
clearCoatRoughness: { value: 0 }
}
),
] ),
vertexShader: ShaderChunk.meshphysical_vert,
fragmentShader: ShaderChunk.meshphysical_frag
......@@ -7568,7 +7633,7 @@
this.fragmentShader = source.fragmentShader;
this.vertexShader = source.vertexShader;
this.uniforms = Object.assign( {}, source.uniforms );
this.uniforms = UniformsUtils.clone( source.uniforms );
this.defines = source.defines;
......@@ -9133,7 +9198,7 @@
depthMaterialTemplate.clipping = true;
var distanceShader = ShaderLib[ "distanceRGBA" ];
var distanceUniforms = Object.assign( {}, distanceShader.uniforms );
var distanceUniforms = UniformsUtils.clone( distanceShader.uniforms );
for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
......@@ -19648,7 +19713,7 @@
_projScreenMatrix = new Matrix4(),
_vector3 = new Vector3(),
_matrix4 = new Matrix4(),
_matrix4 = new Matrix4(),
_matrix42 = new Matrix4(),
// light arrays cache
......@@ -21022,7 +21087,7 @@
materialProperties.__webglShader = {
name: material.type,
uniforms: Object.assign( {}, shader.uniforms ),
uniforms: UniformsUtils.clone( shader.uniforms ),
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
};
......@@ -27446,6 +27511,8 @@
var h = hash[ key ];
// An edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) <= thresholdDot ) {
var vertex = vertices[ h.vert1 ];
......@@ -27462,7 +27529,7 @@
}
this.addAttribute( 'position', new BufferAttribute( new Float32Array( coords ), 3 ) );
this.addAttribute( 'position', new Float32BufferAttribute( coords, 3 ) );
}
......@@ -28038,12 +28105,12 @@
function ShadowMaterial() {
ShaderMaterial.call( this, {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.lights,
{
opacity: { value: 1.0 }
}
),
] ),
vertexShader: ShaderChunk[ 'shadow_vert' ],
fragmentShader: ShaderChunk[ 'shadow_frag' ]
} );
......@@ -42764,71 +42831,6 @@
};
var UniformsUtils = {
merge: function ( uniforms ) {
console.warn( 'THREE.UniformsUtils.merge() has been deprecated. Use Object.assign() instead.' );
var merged = {};
for ( var u = 0; u < uniforms.length; u ++ ) {
var tmp = this.clone( uniforms[ u ] );
for ( var p in tmp ) {
merged[ p ] = tmp[ p ];
}
}
return merged;
},
clone: function ( uniforms_src ) {
console.warn( 'THREE.UniformsUtils.clone() has been deprecated.' );
var uniforms_dst = {};
for ( var u in uniforms_src ) {
uniforms_dst[ u ] = {};
for ( var p in uniforms_src[ u ] ) {
var parameter_src = uniforms_src[ u ][ p ];
if ( parameter_src && ( parameter_src.isColor ||
parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
parameter_src.isTexture ) ) {
uniforms_dst[ u ][ p ] = parameter_src.clone();
} else if ( Array.isArray( parameter_src ) ) {
uniforms_dst[ u ][ p ] = parameter_src.slice();
} else {
uniforms_dst[ u ][ p ] = parameter_src;
}
}
}
return uniforms_dst;
}
};
//
function Projector() {
......@@ -42876,6 +42878,7 @@
exports.WebGLRenderer = WebGLRenderer;
exports.ShaderLib = ShaderLib;
exports.UniformsLib = UniformsLib;
exports.UniformsUtils = UniformsUtils;
exports.ShaderChunk = ShaderChunk;
exports.FogExp2 = FogExp2;
exports.Fog = Fog;
......@@ -43249,7 +43252,6 @@
exports.XHRLoader = XHRLoader;
exports.GeometryUtils = GeometryUtils;
exports.ImageUtils = ImageUtils;
exports.UniformsUtils = UniformsUtils;
exports.Projector = Projector;
exports.CanvasRenderer = CanvasRenderer;
......
此差异已折叠。
此差异已折叠。
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册