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;
......
因为 它太大了无法显示 source diff 。你可以改为 查看blob
......@@ -4905,6 +4905,71 @@ WebGLUniforms.seqWithValue = function( seq, values ) {
};
/**
* 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";
......@@ -5954,12 +6019,12 @@ var ShaderLib = {
basic: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.aomap,
UniformsLib.lightmap,
UniformsLib.fog
),
] ),
vertexShader: ShaderChunk.meshbasic_vert,
fragmentShader: ShaderChunk.meshbasic_frag
......@@ -5968,7 +6033,7 @@ var ShaderLib = {
lambert: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.aomap,
UniformsLib.lightmap,
......@@ -5976,9 +6041,9 @@ var ShaderLib = {
UniformsLib.fog,
UniformsLib.lights,
{
emissive : { value: new Color( 0x000000 ) }
emissive: { value: new Color( 0x000000 ) }
}
),
] ),
vertexShader: ShaderChunk.meshlambert_vert,
fragmentShader: ShaderChunk.meshlambert_frag
......@@ -5987,7 +6052,7 @@ var ShaderLib = {
phong: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.aomap,
UniformsLib.lightmap,
......@@ -5999,11 +6064,11 @@ var ShaderLib = {
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
......@@ -6012,7 +6077,7 @@ var ShaderLib = {
standard: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.aomap,
UniformsLib.lightmap,
......@@ -6025,12 +6090,12 @@ var ShaderLib = {
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
......@@ -6039,10 +6104,10 @@ var ShaderLib = {
points: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.points,
UniformsLib.fog
),
] ),
vertexShader: ShaderChunk.points_vert,
fragmentShader: ShaderChunk.points_frag
......@@ -6051,15 +6116,15 @@ var ShaderLib = {
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
......@@ -6068,10 +6133,10 @@ var ShaderLib = {
depth: {
uniforms: Object.assign( {},
uniforms: UniformsUtils.merge( [
UniformsLib.common,
UniformsLib.displacementmap
),
] ),
vertexShader: ShaderChunk.depth_vert,
fragmentShader: ShaderChunk.depth_frag
......@@ -6081,7 +6146,7 @@ var ShaderLib = {
normal: {
uniforms: {
opacity : { value: 1.0 }
opacity: { value: 1.0 }
},
vertexShader: ShaderChunk.normal_vert,
......@@ -6137,13 +6202,13 @@ var ShaderLib = {
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
......@@ -7562,7 +7627,7 @@ ShaderMaterial.prototype.copy = function ( source ) {
this.fragmentShader = source.fragmentShader;
this.vertexShader = source.vertexShader;
this.uniforms = Object.assign( {}, source.uniforms );
this.uniforms = UniformsUtils.clone( source.uniforms );
this.defines = source.defines;
......@@ -9127,7 +9192,7 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
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 ) {
......@@ -19642,7 +19707,7 @@ function WebGLRenderer( parameters ) {
_projScreenMatrix = new Matrix4(),
_vector3 = new Vector3(),
_matrix4 = new Matrix4(),
_matrix4 = new Matrix4(),
_matrix42 = new Matrix4(),
// light arrays cache
......@@ -21016,7 +21081,7 @@ function WebGLRenderer( parameters ) {
materialProperties.__webglShader = {
name: material.type,
uniforms: Object.assign( {}, shader.uniforms ),
uniforms: UniformsUtils.clone( shader.uniforms ),
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
};
......@@ -27440,6 +27505,8 @@ function EdgesGeometry( geometry, thresholdAngle ) {
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 ];
......@@ -27456,7 +27523,7 @@ function EdgesGeometry( geometry, thresholdAngle ) {
}
this.addAttribute( 'position', new BufferAttribute( new Float32Array( coords ), 3 ) );
this.addAttribute( 'position', new Float32BufferAttribute( coords, 3 ) );
}
......@@ -28032,12 +28099,12 @@ var Geometries = Object.freeze({
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' ]
} );
......@@ -42758,71 +42825,6 @@ var ImageUtils = {
};
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() {
......@@ -42865,4 +42867,4 @@ function CanvasRenderer() {
}
export { WebGLRenderTargetCube, WebGLRenderTarget, WebGLRenderer, ShaderLib, UniformsLib, ShaderChunk, FogExp2, Fog, Scene, LensFlare, Sprite, LOD, SkinnedMesh, Skeleton, Bone, Mesh, LineSegments, Line, Points, Group, VideoTexture, DataTexture, CompressedTexture, CubeTexture, CanvasTexture, DepthTexture, Texture, CompressedTextureLoader, BinaryTextureLoader, DataTextureLoader, CubeTextureLoader, TextureLoader, ObjectLoader, MaterialLoader, BufferGeometryLoader, DefaultLoadingManager, LoadingManager, JSONLoader, ImageLoader, FontLoader, FileLoader, Loader, Cache, AudioLoader, SpotLightShadow, SpotLight, PointLight, RectAreaLight, HemisphereLight, DirectionalLightShadow, DirectionalLight, AmbientLight, LightShadow, Light, StereoCamera, PerspectiveCamera, OrthographicCamera, CubeCamera, Camera, AudioListener, PositionalAudio, AudioContext, AudioAnalyser, Audio, VectorKeyframeTrack, StringKeyframeTrack, QuaternionKeyframeTrack, NumberKeyframeTrack, ColorKeyframeTrack, BooleanKeyframeTrack, PropertyMixer, PropertyBinding, KeyframeTrack, AnimationUtils, AnimationObjectGroup, AnimationMixer, AnimationClip, Uniform, InstancedBufferGeometry, BufferGeometry, GeometryIdCount, Geometry, InterleavedBufferAttribute, InstancedInterleavedBuffer, InterleavedBuffer, InstancedBufferAttribute, Face3, Object3D, Raycaster, Layers, EventDispatcher, Clock, QuaternionLinearInterpolant, LinearInterpolant, DiscreteInterpolant, CubicInterpolant, Interpolant, Triangle, Spline, _Math as Math, Spherical, Cylindrical, Plane, Frustum, Sphere, Ray, Matrix4, Matrix3, Box3, Box2, Line3, Euler, Vector4, Vector3, Vector2, Quaternion, Color, MorphBlendMesh, ImmediateRenderObject, VertexNormalsHelper, SpotLightHelper, SkeletonHelper, PointLightHelper, RectAreaLightHelper, HemisphereLightHelper, GridHelper, PolarGridHelper, FaceNormalsHelper, DirectionalLightHelper, CameraHelper, BoxHelper, ArrowHelper, AxisHelper, CatmullRomCurve3, SplineCurve3, CubicBezierCurve3, QuadraticBezierCurve3, LineCurve3, ArcCurve, EllipseCurve, SplineCurve, CubicBezierCurve, QuadraticBezierCurve, LineCurve, Shape, ShapePath, Path, Font, CurvePath, Curve, ShapeUtils, SceneUtils, CurveUtils, WireframeGeometry, ParametricGeometry, ParametricBufferGeometry, TetrahedronGeometry, TetrahedronBufferGeometry, OctahedronGeometry, OctahedronBufferGeometry, IcosahedronGeometry, IcosahedronBufferGeometry, DodecahedronGeometry, DodecahedronBufferGeometry, PolyhedronGeometry, PolyhedronBufferGeometry, TubeGeometry, TubeBufferGeometry, TorusKnotGeometry, TorusKnotBufferGeometry, TorusGeometry, TorusBufferGeometry, TextGeometry, SphereBufferGeometry, SphereGeometry, RingGeometry, RingBufferGeometry, PlaneBufferGeometry, PlaneGeometry, LatheGeometry, LatheBufferGeometry, ShapeGeometry, ShapeBufferGeometry, ExtrudeGeometry, EdgesGeometry, ConeGeometry, ConeBufferGeometry, CylinderGeometry, CylinderBufferGeometry, CircleBufferGeometry, CircleGeometry, BoxBufferGeometry, BoxGeometry, ShadowMaterial, SpriteMaterial, RawShaderMaterial, ShaderMaterial, PointsMaterial, MultiMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshPhongMaterial, MeshToonMaterial, MeshNormalMaterial, MeshLambertMaterial, MeshDepthMaterial, MeshBasicMaterial, LineDashedMaterial, LineBasicMaterial, Material, Float64BufferAttribute, Float32BufferAttribute, Uint32BufferAttribute, Int32BufferAttribute, Uint16BufferAttribute, Int16BufferAttribute, Uint8ClampedBufferAttribute, Uint8BufferAttribute, Int8BufferAttribute, BufferAttribute, REVISION, MOUSE, CullFaceNone, CullFaceBack, CullFaceFront, CullFaceFrontBack, FrontFaceDirectionCW, FrontFaceDirectionCCW, BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, FrontSide, BackSide, DoubleSide, FlatShading, SmoothShading, NoColors, FaceColors, VertexColors, NoBlending, NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending, BlendingMode, AddEquation, SubtractEquation, ReverseSubtractEquation, MinEquation, MaxEquation, ZeroFactor, OneFactor, SrcColorFactor, OneMinusSrcColorFactor, SrcAlphaFactor, OneMinusSrcAlphaFactor, DstAlphaFactor, OneMinusDstAlphaFactor, DstColorFactor, OneMinusDstColorFactor, SrcAlphaSaturateFactor, NeverDepth, AlwaysDepth, LessDepth, LessEqualDepth, EqualDepth, GreaterEqualDepth, GreaterDepth, NotEqualDepth, MultiplyOperation, MixOperation, AddOperation, NoToneMapping, LinearToneMapping, ReinhardToneMapping, Uncharted2ToneMapping, CineonToneMapping, UVMapping, CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping, SphericalReflectionMapping, CubeUVReflectionMapping, CubeUVRefractionMapping, TextureMapping, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, TextureWrapping, NearestFilter, NearestMipMapNearestFilter, NearestMipMapLinearFilter, LinearFilter, LinearMipMapNearestFilter, LinearMipMapLinearFilter, TextureFilter, UnsignedByteType, ByteType, ShortType, UnsignedShortType, IntType, UnsignedIntType, FloatType, HalfFloatType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedInt248Type, AlphaFormat, RGBFormat, RGBAFormat, LuminanceFormat, LuminanceAlphaFormat, RGBEFormat, DepthFormat, DepthStencilFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, LoopOnce, LoopRepeat, LoopPingPong, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, ZeroCurvatureEnding, ZeroSlopeEnding, WrapAroundEnding, TrianglesDrawMode, TriangleStripDrawMode, TriangleFanDrawMode, LinearEncoding, sRGBEncoding, GammaEncoding, RGBEEncoding, LogLuvEncoding, RGBM7Encoding, RGBM16Encoding, RGBDEncoding, BasicDepthPacking, RGBADepthPacking, BoxGeometry as CubeGeometry, Face4, LineStrip, LinePieces, MeshFaceMaterial, PointCloud, Particle, ParticleSystem, PointCloudMaterial, ParticleBasicMaterial, ParticleSystemMaterial, Vertex, DynamicBufferAttribute, Int8Attribute, Uint8Attribute, Uint8ClampedAttribute, Int16Attribute, Uint16Attribute, Int32Attribute, Uint32Attribute, Float32Attribute, Float64Attribute, ClosedSplineCurve3, BoundingBoxHelper, EdgesHelper, WireframeHelper, XHRLoader, GeometryUtils, ImageUtils, UniformsUtils, Projector, CanvasRenderer };
export { WebGLRenderTargetCube, WebGLRenderTarget, WebGLRenderer, ShaderLib, UniformsLib, UniformsUtils, ShaderChunk, FogExp2, Fog, Scene, LensFlare, Sprite, LOD, SkinnedMesh, Skeleton, Bone, Mesh, LineSegments, Line, Points, Group, VideoTexture, DataTexture, CompressedTexture, CubeTexture, CanvasTexture, DepthTexture, Texture, CompressedTextureLoader, BinaryTextureLoader, DataTextureLoader, CubeTextureLoader, TextureLoader, ObjectLoader, MaterialLoader, BufferGeometryLoader, DefaultLoadingManager, LoadingManager, JSONLoader, ImageLoader, FontLoader, FileLoader, Loader, Cache, AudioLoader, SpotLightShadow, SpotLight, PointLight, RectAreaLight, HemisphereLight, DirectionalLightShadow, DirectionalLight, AmbientLight, LightShadow, Light, StereoCamera, PerspectiveCamera, OrthographicCamera, CubeCamera, Camera, AudioListener, PositionalAudio, AudioContext, AudioAnalyser, Audio, VectorKeyframeTrack, StringKeyframeTrack, QuaternionKeyframeTrack, NumberKeyframeTrack, ColorKeyframeTrack, BooleanKeyframeTrack, PropertyMixer, PropertyBinding, KeyframeTrack, AnimationUtils, AnimationObjectGroup, AnimationMixer, AnimationClip, Uniform, InstancedBufferGeometry, BufferGeometry, GeometryIdCount, Geometry, InterleavedBufferAttribute, InstancedInterleavedBuffer, InterleavedBuffer, InstancedBufferAttribute, Face3, Object3D, Raycaster, Layers, EventDispatcher, Clock, QuaternionLinearInterpolant, LinearInterpolant, DiscreteInterpolant, CubicInterpolant, Interpolant, Triangle, Spline, _Math as Math, Spherical, Cylindrical, Plane, Frustum, Sphere, Ray, Matrix4, Matrix3, Box3, Box2, Line3, Euler, Vector4, Vector3, Vector2, Quaternion, Color, MorphBlendMesh, ImmediateRenderObject, VertexNormalsHelper, SpotLightHelper, SkeletonHelper, PointLightHelper, RectAreaLightHelper, HemisphereLightHelper, GridHelper, PolarGridHelper, FaceNormalsHelper, DirectionalLightHelper, CameraHelper, BoxHelper, ArrowHelper, AxisHelper, CatmullRomCurve3, SplineCurve3, CubicBezierCurve3, QuadraticBezierCurve3, LineCurve3, ArcCurve, EllipseCurve, SplineCurve, CubicBezierCurve, QuadraticBezierCurve, LineCurve, Shape, ShapePath, Path, Font, CurvePath, Curve, ShapeUtils, SceneUtils, CurveUtils, WireframeGeometry, ParametricGeometry, ParametricBufferGeometry, TetrahedronGeometry, TetrahedronBufferGeometry, OctahedronGeometry, OctahedronBufferGeometry, IcosahedronGeometry, IcosahedronBufferGeometry, DodecahedronGeometry, DodecahedronBufferGeometry, PolyhedronGeometry, PolyhedronBufferGeometry, TubeGeometry, TubeBufferGeometry, TorusKnotGeometry, TorusKnotBufferGeometry, TorusGeometry, TorusBufferGeometry, TextGeometry, SphereBufferGeometry, SphereGeometry, RingGeometry, RingBufferGeometry, PlaneBufferGeometry, PlaneGeometry, LatheGeometry, LatheBufferGeometry, ShapeGeometry, ShapeBufferGeometry, ExtrudeGeometry, EdgesGeometry, ConeGeometry, ConeBufferGeometry, CylinderGeometry, CylinderBufferGeometry, CircleBufferGeometry, CircleGeometry, BoxBufferGeometry, BoxGeometry, ShadowMaterial, SpriteMaterial, RawShaderMaterial, ShaderMaterial, PointsMaterial, MultiMaterial, MeshPhysicalMaterial, MeshStandardMaterial, MeshPhongMaterial, MeshToonMaterial, MeshNormalMaterial, MeshLambertMaterial, MeshDepthMaterial, MeshBasicMaterial, LineDashedMaterial, LineBasicMaterial, Material, Float64BufferAttribute, Float32BufferAttribute, Uint32BufferAttribute, Int32BufferAttribute, Uint16BufferAttribute, Int16BufferAttribute, Uint8ClampedBufferAttribute, Uint8BufferAttribute, Int8BufferAttribute, BufferAttribute, REVISION, MOUSE, CullFaceNone, CullFaceBack, CullFaceFront, CullFaceFrontBack, FrontFaceDirectionCW, FrontFaceDirectionCCW, BasicShadowMap, PCFShadowMap, PCFSoftShadowMap, FrontSide, BackSide, DoubleSide, FlatShading, SmoothShading, NoColors, FaceColors, VertexColors, NoBlending, NormalBlending, AdditiveBlending, SubtractiveBlending, MultiplyBlending, CustomBlending, BlendingMode, AddEquation, SubtractEquation, ReverseSubtractEquation, MinEquation, MaxEquation, ZeroFactor, OneFactor, SrcColorFactor, OneMinusSrcColorFactor, SrcAlphaFactor, OneMinusSrcAlphaFactor, DstAlphaFactor, OneMinusDstAlphaFactor, DstColorFactor, OneMinusDstColorFactor, SrcAlphaSaturateFactor, NeverDepth, AlwaysDepth, LessDepth, LessEqualDepth, EqualDepth, GreaterEqualDepth, GreaterDepth, NotEqualDepth, MultiplyOperation, MixOperation, AddOperation, NoToneMapping, LinearToneMapping, ReinhardToneMapping, Uncharted2ToneMapping, CineonToneMapping, UVMapping, CubeReflectionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, EquirectangularRefractionMapping, SphericalReflectionMapping, CubeUVReflectionMapping, CubeUVRefractionMapping, TextureMapping, RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, TextureWrapping, NearestFilter, NearestMipMapNearestFilter, NearestMipMapLinearFilter, LinearFilter, LinearMipMapNearestFilter, LinearMipMapLinearFilter, TextureFilter, UnsignedByteType, ByteType, ShortType, UnsignedShortType, IntType, UnsignedIntType, FloatType, HalfFloatType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedShort565Type, UnsignedInt248Type, AlphaFormat, RGBFormat, RGBAFormat, LuminanceFormat, LuminanceAlphaFormat, RGBEFormat, DepthFormat, DepthStencilFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, LoopOnce, LoopRepeat, LoopPingPong, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, ZeroCurvatureEnding, ZeroSlopeEnding, WrapAroundEnding, TrianglesDrawMode, TriangleStripDrawMode, TriangleFanDrawMode, LinearEncoding, sRGBEncoding, GammaEncoding, RGBEEncoding, LogLuvEncoding, RGBM7Encoding, RGBM16Encoding, RGBDEncoding, BasicDepthPacking, RGBADepthPacking, BoxGeometry as CubeGeometry, Face4, LineStrip, LinePieces, MeshFaceMaterial, PointCloud, Particle, ParticleSystem, PointCloudMaterial, ParticleBasicMaterial, ParticleSystemMaterial, Vertex, DynamicBufferAttribute, Int8Attribute, Uint8Attribute, Uint8ClampedAttribute, Int16Attribute, Uint16Attribute, Int32Attribute, Uint32Attribute, Float32Attribute, Float64Attribute, ClosedSplineCurve3, BoundingBoxHelper, EdgesHelper, WireframeHelper, XHRLoader, GeometryUtils, ImageUtils, Projector, CanvasRenderer };
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