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e2c86dae
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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e2c86dae
编写于
2月 20, 2016
作者:
B
Ben Houston
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
adopt macro-defined encodings, remove uniform defined encodings.
上级
b057fed4
变更
10
隐藏空白更改
内联
并排
Showing
10 changed file
with
44 addition
and
23 deletion
+44
-23
src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
+1
-1
src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
...derers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
+6
-1
src/renderers/shaders/ShaderChunk/encoding_template.glsl
src/renderers/shaders/ShaderChunk/encoding_template.glsl
+14
-14
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
+1
-1
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
+6
-1
src/renderers/shaders/ShaderChunk/lights_pars.glsl
src/renderers/shaders/ShaderChunk/lights_pars.glsl
+1
-1
src/renderers/shaders/ShaderChunk/map_fragment.glsl
src/renderers/shaders/ShaderChunk/map_fragment.glsl
+1
-1
src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
+6
-1
src/renderers/webgl/WebGLProgram.js
src/renderers/webgl/WebGLProgram.js
+3
-0
src/renderers/webgl/WebGLPrograms.js
src/renderers/webgl/WebGLPrograms.js
+5
-2
未找到文件。
src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
浏览文件 @
e2c86dae
...
...
@@ -2,7 +2,7 @@
vec4
emissiveColor
=
texture2D
(
emissiveMap
,
vUv
);
emissiveColor
.
rgb
=
EncodingToLinear
(
emissiveColor
,
emissiveMapEncoding
).
rgb
;
emissiveColor
.
rgb
=
emissiveMapTexelToLinear
(
emissiveColor
).
rgb
;
totalEmissiveLight
*=
emissiveColor
.
rgb
;
...
...
src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
浏览文件 @
e2c86dae
#ifdef USE_EMISSIVEMAP
uniform
sampler2D
emissiveMap
;
uniform
int
emissiveMapEncoding
;
vec4
emissiveMapTexelToLinear
(
vec4
texel
)
{
#define DECODE_MACRO EMISSIVEMAP_ENCODING
#include "encoding_template.glsl"
#undef DECODE_MACRO
}
#endif
src/renderers/shaders/ShaderChunk/encoding_template.glsl
浏览文件 @
e2c86dae
...
...
@@ -3,19 +3,19 @@
#if defined( MACRO_DECODE )
#if ( MACRO_
ENCODING_TYP
E == ENCODING_Linear )
#if ( MACRO_
DECOD
E == ENCODING_Linear )
return
value
;
#elif ( MACRO_
ENCODING_TYP
E == ENCODING_sRGB )
#elif ( MACRO_
DECOD
E == ENCODING_sRGB )
return
sRGBToLinear
(
value
);
#elif ( MACRO_
ENCODING_TYP
E == ENCODING_RGBE )
#elif ( MACRO_
DECOD
E == ENCODING_RGBE )
return
RGBEToLinear
(
value
);
//#elif ( MACRO_
ENCODING_TYP
E == ENCODING_LogLuv ) TODO
//#elif ( MACRO_
DECOD
E == ENCODING_LogLuv ) TODO
// return LogLuvToLinear( value );
#elif ( MACRO_
ENCODING_TYP
E == ENCODING_RGBM7 )
#elif ( MACRO_
DECOD
E == ENCODING_RGBM7 )
return
RGBM7ToLinear
(
value
);
#elif ( MACRO_
ENCODING_TYP
E == ENCODING_RGBM16 )
#elif ( MACRO_
DECOD
E == ENCODING_RGBM16 )
return
RGBM16ToLinear
(
value
);
//#elif ( MACRO_
ENCODING_TYP
E == ENCODING_RGBD ) TODO
//#elif ( MACRO_
DECOD
E == ENCODING_RGBD ) TODO
// return RGBMDToLinear( value );
#else
return
vec4
(
1
.
0
,
0
.
0
,
0
.
0
,
1
.
0
);
...
...
@@ -23,19 +23,19 @@
#elif defined( MACRO_ENCODE )
#if ( MACRO_ENCOD
ING_TYP
E == ENCODING_Linear )
#if ( MACRO_ENCODE == ENCODING_Linear )
return
value
;
#elif ( MACRO_ENCOD
ING_TYP
E == ENCODING_sRGB )
#elif ( MACRO_ENCODE == ENCODING_sRGB )
return
LinearTosRGB
(
value
);
#elif ( MACRO_ENCOD
ING_TYP
E == ENCODING_RGBE )
#elif ( MACRO_ENCODE == ENCODING_RGBE )
return
LinearToRGBE
(
value
);
//#elif ( MACRO_ENCOD
ING_TYP
E == ENCODING_LogLuv ) TODO
//#elif ( MACRO_ENCODE == ENCODING_LogLuv ) TODO
// return LinearToLogLuv( value );
//#elif ( MACRO_ENCOD
ING_TYP
E == ENCODING_RGBM7 ) TODO
//#elif ( MACRO_ENCODE == ENCODING_RGBM7 ) TODO
// return LinearToRGBM7( value );
//#elif ( MACRO_ENCOD
ING_TYP
E == ENCODING_RGBM16 ) TODO
//#elif ( MACRO_ENCODE == ENCODING_RGBM16 ) TODO
// return LinearToRGBM16( value );
//#elif ( MACRO_ENCOD
ING_TYP
E == ENCODING_RGBD ) TODO
//#elif ( MACRO_ENCODE == ENCODING_RGBD ) TODO
// return LinearToRGBMD( value );
#else
return
vec4
(
1
.
0
,
0
.
0
,
0
.
0
,
1
.
0
);
...
...
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
浏览文件 @
e2c86dae
...
...
@@ -43,7 +43,7 @@
vec4
envColor
=
texture2D
(
envMap
,
reflectView
.
xy
*
0
.
5
+
0
.
5
);
#endif
envColor
=
EncodingToLinear
(
envColor
,
envMapEncoding
);
envColor
=
envMapTexelToLinear
(
envColor
);
#ifdef ENVMAP_BLENDING_MULTIPLY
...
...
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
浏览文件 @
e2c86dae
...
...
@@ -10,7 +10,12 @@
uniform
sampler2D
envMap
;
#endif
uniform
float
flipEnvMap
;
uniform
int
envMapEncoding
;
vec4
envMapTexelToLinear
(
vec4
texel
)
{
#define DECODE_MACRO ENVMAP_ENCODING
#include "encoding_template.glsl"
#undef DECODE_MACRO
}
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )
...
...
src/renderers/shaders/ShaderChunk/lights_pars.glsl
浏览文件 @
e2c86dae
...
...
@@ -278,7 +278,7 @@
#endif
envMapColor
.
rgb
=
EncodingToLinear
(
envMapColor
,
envMapEncoding
).
rgb
;
envMapColor
.
rgb
=
envMapTexelToLinear
(
envMapColor
).
rgb
;
return
envMapColor
.
rgb
*
envMapIntensity
;
...
...
src/renderers/shaders/ShaderChunk/map_fragment.glsl
浏览文件 @
e2c86dae
...
...
@@ -2,7 +2,7 @@
vec4
texelColor
=
texture2D
(
map
,
vUv
);
texelColor
=
EncodingToLinear
(
texelColor
,
mapEncoding
);
texelColor
=
mapTexelToLinear
(
texelColor
);
diffuseColor
*=
texelColor
;
#endif
src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
浏览文件 @
e2c86dae
#ifdef USE_MAP
uniform
sampler2D
map
;
uniform
int
mapEncoding
;
vec4
mapTexelToLinear
(
vec4
texel
)
{
#define DECODE_MACRO MAP_ENCODING
#include "encoding_template.glsl"
#undef DECODE_MACRO
}
#endif
src/renderers/webgl/WebGLProgram.js
浏览文件 @
e2c86dae
...
...
@@ -406,13 +406,16 @@ THREE.WebGLProgram = ( function () {
(
parameters
.
useFog
&&
parameters
.
fogExp
)
?
'
#define FOG_EXP2
'
:
''
,
parameters
.
map
?
'
#define USE_MAP
'
:
''
,
parameters
.
mapEncoding
?
'
#define MAP_ENCODING
'
+
material
.
map
.
encoding
:
''
,
parameters
.
envMap
?
'
#define USE_ENVMAP
'
:
''
,
parameters
.
envMap
?
'
#define
'
+
envMapTypeDefine
:
''
,
parameters
.
envMap
?
'
#define
'
+
envMapModeDefine
:
''
,
parameters
.
envMap
?
'
#define
'
+
envMapBlendingDefine
:
''
,
parameters
.
envMapEncoding
?
'
#define ENVMAP_ENCODING
'
+
material
.
envMap
.
encoding
:
''
,
parameters
.
lightMap
?
'
#define USE_LIGHTMAP
'
:
''
,
parameters
.
aoMap
?
'
#define USE_AOMAP
'
:
''
,
parameters
.
emissiveMap
?
'
#define USE_EMISSIVEMAP
'
:
''
,
parameters
.
emissiveMapEncoding
?
'
#define EMISSIVEMAP_ENCODING
'
+
material
.
emissiveMap
.
encoding
:
''
,
parameters
.
bumpMap
?
'
#define USE_BUMPMAP
'
:
''
,
parameters
.
normalMap
?
'
#define USE_NORMALMAP
'
:
''
,
parameters
.
specularMap
?
'
#define USE_SPECULARMAP
'
:
''
,
...
...
src/renderers/webgl/WebGLPrograms.js
浏览文件 @
e2c86dae
...
...
@@ -15,8 +15,8 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
};
var
parameterNames
=
[
"
precision
"
,
"
supportsVertexTextures
"
,
"
map
"
,
"
envMap
"
,
"
envMapMode
"
,
"
lightMap
"
,
"
aoMap
"
,
"
emissiveMap
"
,
"
bumpMap
"
,
"
normalMap
"
,
"
displacementMap
"
,
"
specularMap
"
,
"
precision
"
,
"
supportsVertexTextures
"
,
"
map
"
,
"
mapEncoding
"
,
"
envMap
"
,
"
envMapMode
"
,
"
envMapEncoding
"
,
"
lightMap
"
,
"
aoMap
"
,
"
emissiveMap
"
,
"
emissiveMapEncoding
"
,
"
bumpMap
"
,
"
normalMap
"
,
"
displacementMap
"
,
"
specularMap
"
,
"
roughnessMap
"
,
"
metalnessMap
"
,
"
alphaMap
"
,
"
combine
"
,
"
vertexColors
"
,
"
fog
"
,
"
useFog
"
,
"
fogExp
"
,
"
flatShading
"
,
"
sizeAttenuation
"
,
"
logarithmicDepthBuffer
"
,
"
skinning
"
,
...
...
@@ -96,11 +96,14 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
supportsVertexTextures
:
capabilities
.
vertexTextures
,
map
:
!!
material
.
map
,
mapEncoding
:
(
!!
material
.
map
)
?
material
.
map
.
encoding
:
false
,
envMap
:
!!
material
.
envMap
,
envMapMode
:
material
.
envMap
&&
material
.
envMap
.
mapping
,
envMapEncoding
:
(
!!
material
.
envMap
)
?
material
.
envMap
.
encoding
:
false
,
lightMap
:
!!
material
.
lightMap
,
aoMap
:
!!
material
.
aoMap
,
emissiveMap
:
!!
material
.
emissiveMap
,
emissiveMapEncoding
:
(
!!
material
.
emissiveMap
)
?
material
.
emissiveMap
.
encoding
:
false
,
bumpMap
:
!!
material
.
bumpMap
,
normalMap
:
!!
material
.
normalMap
,
displacementMap
:
!!
material
.
displacementMap
,
...
...
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