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e2f18de2
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three.js
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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
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电子邮件补丁
差异文件
Updated builds.
上级
7c8a5644
变更
2
显示空白变更内容
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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