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e2f18de2
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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e2f18de2
编写于
9月 25, 2015
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Updated builds.
上级
7c8a5644
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
3 addition
and
3 deletion
+3
-3
build/three.js
build/three.js
+1
-1
build/three.min.js
build/three.min.js
+2
-2
未找到文件。
build/three.js
浏览文件 @
e2f18de2
...
...
@@ -26596,7 +26596,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
_MorphingFlag = 1,
_SkinningFlag = 2,
_NumberOfMaterialVariants =
_MorphingFlag | _SkinningFlag
,
_NumberOfMaterialVariants =
( _MorphingFlag | _SkinningFlag ) + 1
,
_depthMaterials = new Array( _NumberOfMaterialVariants ),
_distanceMaterials = new Array( _NumberOfMaterialVariants );
...
...
build/three.min.js
浏览文件 @
e2f18de2
...
...
@@ -658,9 +658,9 @@ THREE.DoubleSide,flipSided:c.side===THREE.BackSide}};this.getProgramCode=functio
return
l
};
this
.
releaseProgram
=
function
(
a
){
if
(
0
===--
a
.
usedTimes
){
var
b
=
c
.
indexOf
(
a
);
c
[
b
]
=
c
[
c
.
length
-
1
];
c
.
pop
();
a
.
destroy
()}};
this
.
programs
=
c
};
THREE
.
WebGLProperties
=
function
(){
var
a
=
{};
this
.
get
=
function
(
b
){
b
=
b
.
uuid
;
var
c
=
a
[
b
];
void
0
===
c
&&
(
c
=
{},
a
[
b
]
=
c
);
return
c
};
this
.
delete
=
function
(
b
){
delete
a
[
b
.
uuid
]};
this
.
clear
=
function
(){
a
=
{}}};
THREE
.
WebGLShader
=
function
(){
var
a
=
function
(
a
){
a
=
a
.
split
(
"
\n
"
);
for
(
var
c
=
0
;
c
<
a
.
length
;
c
++
)
a
[
c
]
=
c
+
1
+
"
:
"
+
a
[
c
];
return
a
.
join
(
"
\n
"
)};
return
function
(
b
,
c
,
d
){
var
e
=
b
.
createShader
(
c
);
b
.
shaderSource
(
e
,
d
);
b
.
compileShader
(
e
);
!
1
===
b
.
getShaderParameter
(
e
,
b
.
COMPILE_STATUS
)
&&
console
.
error
(
"
THREE.WebGLShader: Shader couldn't compile.
"
);
""
!==
b
.
getShaderInfoLog
(
e
)
&&
console
.
warn
(
"
THREE.WebGLShader: gl.getShaderInfoLog()
"
,
c
===
b
.
VERTEX_SHADER
?
"
vertex
"
:
"
fragment
"
,
b
.
getShaderInfoLog
(
e
),
a
(
d
));
return
e
}}();
THREE
.
WebGLShadowMap
=
function
(
a
,
b
,
c
){
function
d
(
a
,
b
,
c
,
d
){
var
e
=
a
.
geometry
,
f
=
null
,
f
=
m
,
g
=
a
.
customDepthMaterial
;
c
&&
(
f
=
q
,
g
=
a
.
customDistanceMaterial
);
g
?
f
=
g
:(
a
=
a
instanceof
THREE
.
SkinnedMesh
&&
b
.
skinning
,
g
=
0
,
void
0
!==
e
.
morphTargets
&&
0
<
e
.
morphTargets
.
length
&&
b
.
morphTargets
&&
(
g
|=
1
),
a
&&
(
g
|=
2
),
f
=
f
[
g
]);
f
.
visible
=
b
.
visible
;
f
.
wireframe
=
b
.
wireframe
;
f
.
wireframeLinewidth
=
b
.
wireframeLinewidth
;
c
&&
void
0
!==
f
.
uniforms
.
lightPos
&&
f
.
uniforms
.
lightPos
.
value
.
copy
(
d
);
return
f
}
function
e
(
a
,
b
){
if
(
!
1
!==
a
.
visible
){(
a
instanceof
THREE
.
Mesh
||
a
instanceof
THREE
.
Line
||
a
instanceof
THREE
.
Points
)
&&
a
.
castShadow
&&
(
!
1
===
a
.
frustumCulled
||!
0
===
h
.
intersectsObject
(
a
))
&&!
0
===
a
.
material
.
visible
&&
(
a
.
modelViewMatrix
.
multiplyMatrices
(
b
.
matrixWorldInverse
,
a
.
matrixWorld
),
p
.
push
(
a
));
for
(
var
c
=
a
.
children
,
d
=
0
,
f
=
c
.
length
;
d
<
f
;
d
++
)
e
(
c
[
d
],
b
)}}
var
g
=
a
.
context
,
f
=
a
.
state
,
h
=
new
THREE
.
Frustum
,
l
=
new
THREE
.
Matrix4
;
new
THREE
.
Vector3
;
new
THREE
.
Vector3
;
for
(
var
k
=
new
THREE
.
Vector3
,
n
=
new
THREE
.
Vector3
,
p
=
[],
m
=
Array
(
3
),
q
=
Array
(
3
),
s
=
[
new
THREE
.
Vector3
(
1
,
0
,
0
),
new
THREE
.
Vector3
(
-
1
,
THREE
.
Mesh
||
a
instanceof
THREE
.
Line
||
a
instanceof
THREE
.
Points
)
&&
a
.
castShadow
&&
(
!
1
===
a
.
frustumCulled
||!
0
===
h
.
intersectsObject
(
a
))
&&!
0
===
a
.
material
.
visible
&&
(
a
.
modelViewMatrix
.
multiplyMatrices
(
b
.
matrixWorldInverse
,
a
.
matrixWorld
),
p
.
push
(
a
));
for
(
var
c
=
a
.
children
,
d
=
0
,
f
=
c
.
length
;
d
<
f
;
d
++
)
e
(
c
[
d
],
b
)}}
var
g
=
a
.
context
,
f
=
a
.
state
,
h
=
new
THREE
.
Frustum
,
l
=
new
THREE
.
Matrix4
;
new
THREE
.
Vector3
;
new
THREE
.
Vector3
;
for
(
var
k
=
new
THREE
.
Vector3
,
n
=
new
THREE
.
Vector3
,
p
=
[],
m
=
Array
(
4
),
q
=
Array
(
4
),
s
=
[
new
THREE
.
Vector3
(
1
,
0
,
0
),
new
THREE
.
Vector3
(
-
1
,
0
,
0
),
new
THREE
.
Vector3
(
0
,
0
,
1
),
new
THREE
.
Vector3
(
0
,
0
,
-
1
),
new
THREE
.
Vector3
(
0
,
1
,
0
),
new
THREE
.
Vector3
(
0
,
-
1
,
0
)],
t
=
[
new
THREE
.
Vector3
(
0
,
1
,
0
),
new
THREE
.
Vector3
(
0
,
1
,
0
),
new
THREE
.
Vector3
(
0
,
1
,
0
),
new
THREE
.
Vector3
(
0
,
1
,
0
),
new
THREE
.
Vector3
(
0
,
0
,
1
),
new
THREE
.
Vector3
(
0
,
0
,
-
1
)],
v
=
[
new
THREE
.
Vector4
,
new
THREE
.
Vector4
,
new
THREE
.
Vector4
,
new
THREE
.
Vector4
,
new
THREE
.
Vector4
,
new
THREE
.
Vector4
],
x
=
new
THREE
.
Vector4
,
u
=
THREE
.
ShaderLib
.
depthRGBA
,
B
=
THREE
.
UniformsUtils
.
clone
(
u
.
uniforms
),
w
=
THREE
.
ShaderLib
.
distanceRGBA
,
C
=
THREE
.
UniformsUtils
.
clone
(
w
.
uniforms
),
E
=
0
;
3
!==
E
;
++
E
){
var
z
=
0
!==
(
E
&
1
),
D
=
0
!==
(
E
&
2
),
G
=
new
THREE
.
ShaderMaterial
({
uniforms
:
B
,
vertexShader
:
u
.
vertexShader
,
fragmentShader
:
u
.
fragmentShader
,
morphTargets
:
z
,
skinning
:
D
});
G
.
_shadowPass
=!
0
;
m
[
E
]
=
G
;
z
=
new
THREE
.
ShaderMaterial
({
uniforms
:
C
,
vertexShader
:
w
.
vertexShader
,
fragmentShader
:
w
.
fragmentShader
,
morphTargets
:
z
,
skinning
:
D
});
z
.
_shadowPass
=!
0
;
q
[
E
]
=
z
}
var
K
=
this
;
this
.
enabled
=!
1
;
this
.
autoUpdate
=!
0
;
this
.
needsUpdate
=!
1
;
this
.
type
=
THREE
.
PCFShadowMap
;
this
.
cullFace
=
THREE
.
CullFaceFront
;
this
.
render
=
function
(
m
){
var
q
,
E
=
0
;
4
!==
E
;
++
E
){
var
z
=
0
!==
(
E
&
1
),
D
=
0
!==
(
E
&
2
),
G
=
new
THREE
.
ShaderMaterial
({
uniforms
:
B
,
vertexShader
:
u
.
vertexShader
,
fragmentShader
:
u
.
fragmentShader
,
morphTargets
:
z
,
skinning
:
D
});
G
.
_shadowPass
=!
0
;
m
[
E
]
=
G
;
z
=
new
THREE
.
ShaderMaterial
({
uniforms
:
C
,
vertexShader
:
w
.
vertexShader
,
fragmentShader
:
w
.
fragmentShader
,
morphTargets
:
z
,
skinning
:
D
});
z
.
_shadowPass
=!
0
;
q
[
E
]
=
z
}
var
K
=
this
;
this
.
enabled
=!
1
;
this
.
autoUpdate
=!
0
;
this
.
needsUpdate
=!
1
;
this
.
type
=
THREE
.
PCFShadowMap
;
this
.
cullFace
=
THREE
.
CullFaceFront
;
this
.
render
=
function
(
m
){
var
q
,
u
;
if
(
!
1
!==
K
.
enabled
&&
(
!
1
!==
K
.
autoUpdate
||!
1
!==
K
.
needsUpdate
)){
g
.
clearColor
(
1
,
1
,
1
,
1
);
f
.
disable
(
g
.
BLEND
);
f
.
enable
(
g
.
CULL_FACE
);
g
.
frontFace
(
g
.
CCW
);
K
.
cullFace
===
THREE
.
CullFaceFront
?
g
.
cullFace
(
g
.
FRONT
):
g
.
cullFace
(
g
.
BACK
);
f
.
setDepthTest
(
!
0
);
for
(
var
w
=
0
,
B
=
b
.
length
;
w
<
B
;
w
++
){
var
y
=
b
[
w
];
if
(
y
instanceof
THREE
.
PointLight
){
q
=
6
;
u
=!
0
;
var
z
=
y
.
shadowMapWidth
/
4
,
C
=
y
.
shadowMapHeight
/
2
;
v
[
0
].
set
(
2
*
z
,
C
,
z
,
C
);
v
[
1
].
set
(
0
,
C
,
z
,
C
);
v
[
2
].
set
(
3
*
z
,
C
,
z
,
C
);
v
[
3
].
set
(
z
,
C
,
z
,
C
);
v
[
4
].
set
(
3
*
z
,
0
,
z
,
C
);
v
[
5
].
set
(
z
,
0
,
z
,
C
)}
else
q
=
1
,
u
=!
1
;
if
(
y
.
castShadow
){
y
.
shadowMap
||
(
z
=
THREE
.
LinearFilter
,
K
.
type
===
THREE
.
PCFSoftShadowMap
&&
(
z
=
THREE
.
NearestFilter
),
y
.
shadowMap
=
new
THREE
.
WebGLRenderTarget
(
y
.
shadowMapWidth
,
y
.
shadowMapHeight
,{
minFilter
:
z
,
magFilter
:
z
,
format
:
THREE
.
RGBAFormat
}),
y
.
shadowMapSize
=
new
THREE
.
Vector2
(
y
.
shadowMapWidth
,
y
.
shadowMapHeight
),
y
.
shadowMatrix
=
new
THREE
.
Matrix4
);
y
.
shadowCamera
||
(
y
.
shadowCamera
=
y
instanceof
THREE
.
SpotLight
?
new
THREE
.
PerspectiveCamera
(
y
.
shadowCameraFov
,
y
.
shadowMapWidth
/
y
.
shadowMapHeight
,
y
.
shadowCameraNear
,
y
.
shadowCameraFar
):
y
instanceof
THREE
.
DirectionalLight
?
new
THREE
.
OrthographicCamera
(
y
.
shadowCameraLeft
,
y
.
shadowCameraRight
,
y
.
shadowCameraTop
,
y
.
shadowCameraBottom
,
y
.
shadowCameraNear
,
y
.
shadowCameraFar
):
new
THREE
.
PerspectiveCamera
(
y
.
shadowCameraFov
,
1
,
y
.
shadowCameraNear
,
y
.
shadowCameraFar
),
m
.
add
(
y
.
shadowCamera
),
!
0
===
m
.
autoUpdate
&&
m
.
updateMatrixWorld
());
y
.
shadowCameraVisible
&&!
y
.
cameraHelper
&&
(
y
.
cameraHelper
=
new
THREE
.
CameraHelper
(
y
.
shadowCamera
),
m
.
add
(
y
.
cameraHelper
));
var
D
=
y
.
shadowMap
,
z
=
y
.
shadowMatrix
,
C
=
y
.
shadowCamera
;
n
.
setFromMatrixPosition
(
y
.
matrixWorld
);
...
...
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