提交 144451f1 编写于 作者: A alteredq

Refactored also default attributes out of Fresnel shader and ubershader into buildProgram.

上级 8f06a4f3
......@@ -123,11 +123,11 @@ x.setAttribute("y1",V.positionScreen.y);x.setAttribute("x2",ba.positionScreen.x)
-H;F.positionScreen.x*=E;F.positionScreen.y*=-H;P.positionScreen.x*=E;P.positionScreen.y*=-H;s.addPoint(w.positionScreen.x,w.positionScreen.y);s.addPoint(F.positionScreen.x,F.positionScreen.y);s.addPoint(P.positionScreen.x,P.positionScreen.y);if(O.instersects(s)){C=0;for(A=K.meshMaterial.length;C<A;){L=K.meshMaterial[C++];if(L instanceof THREE.MeshFaceMaterial){V=0;for(ba=K.faceMaterial.length;V<ba;)(L=K.faceMaterial[V++])&&c(w,F,P,K,L,p)}else L&&c(w,F,P,K,L,p)}}}else if(K instanceof THREE.RenderableFace4){w=
K.v1;F=K.v2;P=K.v3;N=K.v4;w.positionScreen.x*=E;w.positionScreen.y*=-H;F.positionScreen.x*=E;F.positionScreen.y*=-H;P.positionScreen.x*=E;P.positionScreen.y*=-H;N.positionScreen.x*=E;N.positionScreen.y*=-H;s.addPoint(w.positionScreen.x,w.positionScreen.y);s.addPoint(F.positionScreen.x,F.positionScreen.y);s.addPoint(P.positionScreen.x,P.positionScreen.y);s.addPoint(N.positionScreen.x,N.positionScreen.y);if(O.instersects(s)){C=0;for(A=K.meshMaterial.length;C<A;){L=K.meshMaterial[C++];if(L instanceof
THREE.MeshFaceMaterial){V=0;for(ba=K.faceMaterial.length;V<ba;)(L=K.faceMaterial[V++])&&e(w,F,P,N,K,L,p)}else L&&e(w,F,P,N,K,L,p)}}}}}};
THREE.WebGLRenderer=function(a){function c(f,d){var i=b.createProgram();b.attachShader(i,h("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+f));b.attachShader(i,h("vertex","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform vec3 cameraPosition;\n"+d));b.linkProgram(i);if(!b.getProgramParameter(i,b.LINK_STATUS)){alert("Could not initialise shaders");alert("VALIDATE_STATUS: "+b.getProgramParameter(i,b.VALIDATE_STATUS));alert(b.getError())}i.uniforms=
{};return i}function e(f,d){var i,o,k;i=0;for(o=d.length;i<o;i++){k=d[i];f.uniforms[k]=b.getUniformLocation(f,k)}}function g(f){f.position=b.getAttribLocation(f,"position");b.enableVertexAttribArray(f.position);f.normal=b.getAttribLocation(f,"normal");b.enableVertexAttribArray(f.normal);f.uv=b.getAttribLocation(f,"uv");b.enableVertexAttribArray(f.uv)}function h(f,d){var i;if(f=="fragment")i=b.createShader(b.FRAGMENT_SHADER);else if(f=="vertex")i=b.createShader(b.VERTEX_SHADER);b.shaderSource(i,d);
b.compileShader(i);if(!b.getShaderParameter(i,b.COMPILE_STATUS)){alert(b.getShaderInfoLog(i));return null}return i}function q(f){switch(f){case THREE.Repeat:return b.REPEAT;case THREE.ClampToEdge:return b.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return b.MIRRORED_REPEAT}return 0}var m=document.createElement("canvas"),b,l,y,E=new THREE.Matrix4,H,w=new Float32Array(16),F=new Float32Array(16),P=new Float32Array(16),N=new Float32Array(9),O=new Float32Array(16);a=function(f,d){if(f){var i,o,k,j=pointLights=
maxDirLights=maxPointLights=0;i=0;for(o=f.lights.length;i<o;i++){k=f.lights[i];k instanceof THREE.DirectionalLight&&j++;k instanceof THREE.PointLight&&pointLights++}if(pointLights+j<=d){maxDirLights=j;maxPointLights=pointLights}else{maxDirLights=Math.ceil(d*j/(pointLights+j));maxPointLights=d-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:d-1}}(a,4);this.domElement=m;this.autoClear=true;try{b=m.getContext("experimental-webgl",{antialias:true})}catch(s){}if(!b){alert("WebGL not supported");
throw"cannot create webgl context";}b.clearColor(0,0,0,1);b.clearDepth(1);b.enable(b.DEPTH_TEST);b.depthFunc(b.LEQUAL);b.frontFace(b.CCW);b.cullFace(b.BACK);b.enable(b.CULL_FACE);b.enable(b.BLEND);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA);b.clearColor(0,0,0,0);(function(f,d){var i=[f?"#define MAX_DIR_LIGHTS "+f:"",d?"#define MAX_POINT_LIGHTS "+d:"","attribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nuniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
THREE.WebGLRenderer=function(a){function c(f,d){var i=b.createProgram();b.attachShader(i,h("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+f));b.attachShader(i,h("vertex","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\n"+d));b.linkProgram(i);b.getProgramParameter(i,b.LINK_STATUS)||alert("Could not initialise shaders\nVALIDATE_STATUS: "+b.getProgramParameter(i,
b.VALIDATE_STATUS)+", gl error ["+b.getError()+"]");i.uniforms={};return i}function e(f,d){var i,o,k;i=0;for(o=d.length;i<o;i++){k=d[i];f.uniforms[k]=b.getUniformLocation(f,k)}}function g(f){f.position=b.getAttribLocation(f,"position");b.enableVertexAttribArray(f.position);f.normal=b.getAttribLocation(f,"normal");b.enableVertexAttribArray(f.normal);f.uv=b.getAttribLocation(f,"uv");b.enableVertexAttribArray(f.uv)}function h(f,d){var i;if(f=="fragment")i=b.createShader(b.FRAGMENT_SHADER);else if(f==
"vertex")i=b.createShader(b.VERTEX_SHADER);b.shaderSource(i,d);b.compileShader(i);if(!b.getShaderParameter(i,b.COMPILE_STATUS)){alert(b.getShaderInfoLog(i));return null}return i}function q(f){switch(f){case THREE.Repeat:return b.REPEAT;case THREE.ClampToEdge:return b.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return b.MIRRORED_REPEAT}return 0}var m=document.createElement("canvas"),b,l,y,E=new THREE.Matrix4,H,w=new Float32Array(16),F=new Float32Array(16),P=new Float32Array(16),N=new Float32Array(9),O=
new Float32Array(16);a=function(f,d){if(f){var i,o,k,j=pointLights=maxDirLights=maxPointLights=0;i=0;for(o=f.lights.length;i<o;i++){k=f.lights[i];k instanceof THREE.DirectionalLight&&j++;k instanceof THREE.PointLight&&pointLights++}if(pointLights+j<=d){maxDirLights=j;maxPointLights=pointLights}else{maxDirLights=Math.ceil(d*j/(pointLights+j));maxPointLights=d-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:d-1}}(a,4);this.domElement=m;this.autoClear=true;
try{b=m.getContext("experimental-webgl",{antialias:true})}catch(s){}if(!b){alert("WebGL not supported");throw"cannot create webgl context";}b.clearColor(0,0,0,1);b.clearDepth(1);b.enable(b.DEPTH_TEST);b.depthFunc(b.LEQUAL);b.frontFace(b.CCW);b.cullFace(b.BACK);b.enable(b.CULL_FACE);b.enable(b.BLEND);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA);b.clearColor(0,0,0,0);(function(f,d){var i=[f?"#define MAX_DIR_LIGHTS "+f:"",d?"#define MAX_POINT_LIGHTS "+d:"","uniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
f?"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];":"",f?"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];":"",d?"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];":"",d?"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];":"","uniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vLightWeighting;",d?"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];":"","varying vec3 vViewPosition;\nvarying vec3 vReflect;\nuniform float mRefractionRatio;\nvoid main(void) {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec3 transformedNormal = normalize( normalMatrix * normal );\nif ( !enableLighting ) {\nvLightWeighting = vec3( 1.0, 1.0, 1.0 );\n} else {\nvLightWeighting = ambientLightColor;",
f?"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {":"",f?"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );":"",f?"float directionalLightWeighting = max( dot( transformedNormal, normalize(lDirection.xyz ) ), 0.0 );":"",f?"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;":"",f?"}":"",d?"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {":"",d?"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );":"",d?"vPointLightVector[ i ] = normalize( lPosition.xyz - mvPosition.xyz );":
"",d?"float pointLightWeighting = max( dot( transformedNormal, vPointLightVector[ i ] ), 0.0 );":"",d?"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;":"",d?"}":"","}\nvNormal = transformedNormal;\nvUv = uv;\nif ( useRefract ) {\nvReflect = refract( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz), mRefractionRatio );\n} else {\nvReflect = reflect( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz) );\n}\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n"),
......
......@@ -124,11 +124,11 @@ x.setAttribute("y1",V.positionScreen.y);x.setAttribute("x2",ba.positionScreen.x)
-I;F.positionScreen.x*=E;F.positionScreen.y*=-I;Q.positionScreen.x*=E;Q.positionScreen.y*=-I;r.addPoint(w.positionScreen.x,w.positionScreen.y);r.addPoint(F.positionScreen.x,F.positionScreen.y);r.addPoint(Q.positionScreen.x,Q.positionScreen.y);if(P.instersects(r)){C=0;for(A=H.meshMaterial.length;C<A;){M=H.meshMaterial[C++];if(M instanceof THREE.MeshFaceMaterial){V=0;for(ba=H.faceMaterial.length;V<ba;)(M=H.faceMaterial[V++])&&c(w,F,Q,H,M,p)}else M&&c(w,F,Q,H,M,p)}}}else if(H instanceof THREE.RenderableFace4){w=
H.v1;F=H.v2;Q=H.v3;O=H.v4;w.positionScreen.x*=E;w.positionScreen.y*=-I;F.positionScreen.x*=E;F.positionScreen.y*=-I;Q.positionScreen.x*=E;Q.positionScreen.y*=-I;O.positionScreen.x*=E;O.positionScreen.y*=-I;r.addPoint(w.positionScreen.x,w.positionScreen.y);r.addPoint(F.positionScreen.x,F.positionScreen.y);r.addPoint(Q.positionScreen.x,Q.positionScreen.y);r.addPoint(O.positionScreen.x,O.positionScreen.y);if(P.instersects(r)){C=0;for(A=H.meshMaterial.length;C<A;){M=H.meshMaterial[C++];if(M instanceof
THREE.MeshFaceMaterial){V=0;for(ba=H.faceMaterial.length;V<ba;)(M=H.faceMaterial[V++])&&e(w,F,Q,O,H,M,p)}else M&&e(w,F,Q,O,H,M,p)}}}}}};
THREE.WebGLRenderer=function(a){function c(f,d){var i=b.createProgram();b.attachShader(i,h("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+f));b.attachShader(i,h("vertex","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform vec3 cameraPosition;\n"+d));b.linkProgram(i);if(!b.getProgramParameter(i,b.LINK_STATUS)){alert("Could not initialise shaders");alert("VALIDATE_STATUS: "+b.getProgramParameter(i,b.VALIDATE_STATUS));alert(b.getError())}i.uniforms=
{};return i}function e(f,d){var i,o,k;i=0;for(o=d.length;i<o;i++){k=d[i];f.uniforms[k]=b.getUniformLocation(f,k)}}function g(f){f.position=b.getAttribLocation(f,"position");b.enableVertexAttribArray(f.position);f.normal=b.getAttribLocation(f,"normal");b.enableVertexAttribArray(f.normal);f.uv=b.getAttribLocation(f,"uv");b.enableVertexAttribArray(f.uv)}function h(f,d){var i;if(f=="fragment")i=b.createShader(b.FRAGMENT_SHADER);else if(f=="vertex")i=b.createShader(b.VERTEX_SHADER);b.shaderSource(i,d);
b.compileShader(i);if(!b.getShaderParameter(i,b.COMPILE_STATUS)){alert(b.getShaderInfoLog(i));return null}return i}function q(f){switch(f){case THREE.Repeat:return b.REPEAT;case THREE.ClampToEdge:return b.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return b.MIRRORED_REPEAT}return 0}var m=document.createElement("canvas"),b,l,y,E=new THREE.Matrix4,I,w=new Float32Array(16),F=new Float32Array(16),Q=new Float32Array(16),O=new Float32Array(9),P=new Float32Array(16);a=function(f,d){if(f){var i,o,k,j=pointLights=
maxDirLights=maxPointLights=0;i=0;for(o=f.lights.length;i<o;i++){k=f.lights[i];k instanceof THREE.DirectionalLight&&j++;k instanceof THREE.PointLight&&pointLights++}if(pointLights+j<=d){maxDirLights=j;maxPointLights=pointLights}else{maxDirLights=Math.ceil(d*j/(pointLights+j));maxPointLights=d-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:d-1}}(a,4);this.domElement=m;this.autoClear=true;try{b=m.getContext("experimental-webgl",{antialias:true})}catch(r){}if(!b){alert("WebGL not supported");
throw"cannot create webgl context";}b.clearColor(0,0,0,1);b.clearDepth(1);b.enable(b.DEPTH_TEST);b.depthFunc(b.LEQUAL);b.frontFace(b.CCW);b.cullFace(b.BACK);b.enable(b.CULL_FACE);b.enable(b.BLEND);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA);b.clearColor(0,0,0,0);(function(f,d){var i=[f?"#define MAX_DIR_LIGHTS "+f:"",d?"#define MAX_POINT_LIGHTS "+d:"","attribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nuniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
THREE.WebGLRenderer=function(a){function c(f,d){var i=b.createProgram();b.attachShader(i,h("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+f));b.attachShader(i,h("vertex","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\n"+d));b.linkProgram(i);b.getProgramParameter(i,b.LINK_STATUS)||alert("Could not initialise shaders\nVALIDATE_STATUS: "+b.getProgramParameter(i,
b.VALIDATE_STATUS)+", gl error ["+b.getError()+"]");i.uniforms={};return i}function e(f,d){var i,o,k;i=0;for(o=d.length;i<o;i++){k=d[i];f.uniforms[k]=b.getUniformLocation(f,k)}}function g(f){f.position=b.getAttribLocation(f,"position");b.enableVertexAttribArray(f.position);f.normal=b.getAttribLocation(f,"normal");b.enableVertexAttribArray(f.normal);f.uv=b.getAttribLocation(f,"uv");b.enableVertexAttribArray(f.uv)}function h(f,d){var i;if(f=="fragment")i=b.createShader(b.FRAGMENT_SHADER);else if(f==
"vertex")i=b.createShader(b.VERTEX_SHADER);b.shaderSource(i,d);b.compileShader(i);if(!b.getShaderParameter(i,b.COMPILE_STATUS)){alert(b.getShaderInfoLog(i));return null}return i}function q(f){switch(f){case THREE.Repeat:return b.REPEAT;case THREE.ClampToEdge:return b.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return b.MIRRORED_REPEAT}return 0}var m=document.createElement("canvas"),b,l,y,E=new THREE.Matrix4,I,w=new Float32Array(16),F=new Float32Array(16),Q=new Float32Array(16),O=new Float32Array(9),P=
new Float32Array(16);a=function(f,d){if(f){var i,o,k,j=pointLights=maxDirLights=maxPointLights=0;i=0;for(o=f.lights.length;i<o;i++){k=f.lights[i];k instanceof THREE.DirectionalLight&&j++;k instanceof THREE.PointLight&&pointLights++}if(pointLights+j<=d){maxDirLights=j;maxPointLights=pointLights}else{maxDirLights=Math.ceil(d*j/(pointLights+j));maxPointLights=d-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:d-1}}(a,4);this.domElement=m;this.autoClear=true;
try{b=m.getContext("experimental-webgl",{antialias:true})}catch(r){}if(!b){alert("WebGL not supported");throw"cannot create webgl context";}b.clearColor(0,0,0,1);b.clearDepth(1);b.enable(b.DEPTH_TEST);b.depthFunc(b.LEQUAL);b.frontFace(b.CCW);b.cullFace(b.BACK);b.enable(b.CULL_FACE);b.enable(b.BLEND);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA);b.clearColor(0,0,0,0);(function(f,d){var i=[f?"#define MAX_DIR_LIGHTS "+f:"",d?"#define MAX_POINT_LIGHTS "+d:"","uniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
f?"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];":"",f?"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];":"",d?"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];":"",d?"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];":"","uniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vLightWeighting;",d?"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];":"","varying vec3 vViewPosition;\nvarying vec3 vReflect;\nuniform float mRefractionRatio;\nvoid main(void) {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec3 transformedNormal = normalize( normalMatrix * normal );\nif ( !enableLighting ) {\nvLightWeighting = vec3( 1.0, 1.0, 1.0 );\n} else {\nvLightWeighting = ambientLightColor;",
f?"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {":"",f?"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );":"",f?"float directionalLightWeighting = max( dot( transformedNormal, normalize(lDirection.xyz ) ), 0.0 );":"",f?"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;":"",f?"}":"",d?"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {":"",d?"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );":"",d?"vPointLightVector[ i ] = normalize( lPosition.xyz - mvPosition.xyz );":
"",d?"float pointLightWeighting = max( dot( transformedNormal, vPointLightVector[ i ] ), 0.0 );":"",d?"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;":"",d?"}":"","}\nvNormal = transformedNormal;\nvUv = uv;\nif ( useRefract ) {\nvReflect = refract( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz), mRefractionRatio );\n} else {\nvReflect = reflect( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz) );\n}\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n"),
......
......@@ -124,11 +124,11 @@ G.setAttribute("y1",X.positionScreen.y);G.setAttribute("x2",l.positionScreen.x);
-D;w.positionScreen.x*=s;w.positionScreen.y*=-D;v.positionScreen.x*=s;v.positionScreen.y*=-D;u.addPoint(q.positionScreen.x,q.positionScreen.y);u.addPoint(w.positionScreen.x,w.positionScreen.y);u.addPoint(v.positionScreen.x,v.positionScreen.y);if(K.instersects(u)){M=0;for(J=n.meshMaterial.length;M<J;){t=n.meshMaterial[M++];if(t instanceof THREE.MeshFaceMaterial){X=0;for(l=n.faceMaterial.length;X<l;)(t=n.faceMaterial[X++])&&b(q,w,v,n,t,A)}else t&&b(q,w,v,n,t,A)}}}else if(n instanceof THREE.RenderableFace4){q=
n.v1;w=n.v2;v=n.v3;z=n.v4;q.positionScreen.x*=s;q.positionScreen.y*=-D;w.positionScreen.x*=s;w.positionScreen.y*=-D;v.positionScreen.x*=s;v.positionScreen.y*=-D;z.positionScreen.x*=s;z.positionScreen.y*=-D;u.addPoint(q.positionScreen.x,q.positionScreen.y);u.addPoint(w.positionScreen.x,w.positionScreen.y);u.addPoint(v.positionScreen.x,v.positionScreen.y);u.addPoint(z.positionScreen.x,z.positionScreen.y);if(K.instersects(u)){M=0;for(J=n.meshMaterial.length;M<J;){t=n.meshMaterial[M++];if(t instanceof
THREE.MeshFaceMaterial){X=0;for(l=n.faceMaterial.length;X<l;)(t=n.faceMaterial[X++])&&d(q,w,v,z,n,t,A)}else t&&d(q,w,v,z,n,t,A)}}}}}};
THREE.WebGLRenderer=function(a){function b(h,e){var m=c.createProgram();c.attachShader(m,g("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+h));c.attachShader(m,g("vertex","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform vec3 cameraPosition;\n"+e));c.linkProgram(m);if(!c.getProgramParameter(m,c.LINK_STATUS)){alert("Could not initialise shaders");alert("VALIDATE_STATUS: "+c.getProgramParameter(m,c.VALIDATE_STATUS));alert(c.getError())}m.uniforms=
{};return m}function d(h,e){var m,r,p;m=0;for(r=e.length;m<r;m++){p=e[m];h.uniforms[p]=c.getUniformLocation(h,p)}}function f(h){h.position=c.getAttribLocation(h,"position");c.enableVertexAttribArray(h.position);h.normal=c.getAttribLocation(h,"normal");c.enableVertexAttribArray(h.normal);h.uv=c.getAttribLocation(h,"uv");c.enableVertexAttribArray(h.uv)}function g(h,e){var m;if(h=="fragment")m=c.createShader(c.FRAGMENT_SHADER);else if(h=="vertex")m=c.createShader(c.VERTEX_SHADER);c.shaderSource(m,e);
c.compileShader(m);if(!c.getShaderParameter(m,c.COMPILE_STATUS)){alert(c.getShaderInfoLog(m));return null}return m}function i(h){switch(h){case THREE.Repeat:return c.REPEAT;case THREE.ClampToEdge:return c.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return c.MIRRORED_REPEAT}return 0}var k=document.createElement("canvas"),c,j,y,s=new THREE.Matrix4,D,q=new Float32Array(16),w=new Float32Array(16),v=new Float32Array(16),z=new Float32Array(9),K=new Float32Array(16);a=function(h,e){if(h){var m,r,p,o=pointLights=
maxDirLights=maxPointLights=0;m=0;for(r=h.lights.length;m<r;m++){p=h.lights[m];p instanceof THREE.DirectionalLight&&o++;p instanceof THREE.PointLight&&pointLights++}if(pointLights+o<=e){maxDirLights=o;maxPointLights=pointLights}else{maxDirLights=Math.ceil(e*o/(pointLights+o));maxPointLights=e-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:e-1}}(a,4);this.domElement=k;this.autoClear=true;try{c=k.getContext("experimental-webgl",{antialias:true})}catch(u){}if(!c){alert("WebGL not supported");
throw"cannot create webgl context";}c.clearColor(0,0,0,1);c.clearDepth(1);c.enable(c.DEPTH_TEST);c.depthFunc(c.LEQUAL);c.frontFace(c.CCW);c.cullFace(c.BACK);c.enable(c.CULL_FACE);c.enable(c.BLEND);c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA);c.clearColor(0,0,0,0);(function(h,e){var m=[h?"#define MAX_DIR_LIGHTS "+h:"",e?"#define MAX_POINT_LIGHTS "+e:"","attribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nuniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
THREE.WebGLRenderer=function(a){function b(h,e){var m=c.createProgram();c.attachShader(m,g("fragment","#ifdef GL_ES\nprecision highp float;\n#endif\n"+h));c.attachShader(m,g("vertex","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform vec3 cameraPosition;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\n"+e));c.linkProgram(m);c.getProgramParameter(m,c.LINK_STATUS)||alert("Could not initialise shaders\nVALIDATE_STATUS: "+c.getProgramParameter(m,
c.VALIDATE_STATUS)+", gl error ["+c.getError()+"]");m.uniforms={};return m}function d(h,e){var m,r,p;m=0;for(r=e.length;m<r;m++){p=e[m];h.uniforms[p]=c.getUniformLocation(h,p)}}function f(h){h.position=c.getAttribLocation(h,"position");c.enableVertexAttribArray(h.position);h.normal=c.getAttribLocation(h,"normal");c.enableVertexAttribArray(h.normal);h.uv=c.getAttribLocation(h,"uv");c.enableVertexAttribArray(h.uv)}function g(h,e){var m;if(h=="fragment")m=c.createShader(c.FRAGMENT_SHADER);else if(h==
"vertex")m=c.createShader(c.VERTEX_SHADER);c.shaderSource(m,e);c.compileShader(m);if(!c.getShaderParameter(m,c.COMPILE_STATUS)){alert(c.getShaderInfoLog(m));return null}return m}function i(h){switch(h){case THREE.Repeat:return c.REPEAT;case THREE.ClampToEdge:return c.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return c.MIRRORED_REPEAT}return 0}var k=document.createElement("canvas"),c,j,y,s=new THREE.Matrix4,D,q=new Float32Array(16),w=new Float32Array(16),v=new Float32Array(16),z=new Float32Array(9),K=
new Float32Array(16);a=function(h,e){if(h){var m,r,p,o=pointLights=maxDirLights=maxPointLights=0;m=0;for(r=h.lights.length;m<r;m++){p=h.lights[m];p instanceof THREE.DirectionalLight&&o++;p instanceof THREE.PointLight&&pointLights++}if(pointLights+o<=e){maxDirLights=o;maxPointLights=pointLights}else{maxDirLights=Math.ceil(e*o/(pointLights+o));maxPointLights=e-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:e-1}}(a,4);this.domElement=k;this.autoClear=true;
try{c=k.getContext("experimental-webgl",{antialias:true})}catch(u){}if(!c){alert("WebGL not supported");throw"cannot create webgl context";}c.clearColor(0,0,0,1);c.clearDepth(1);c.enable(c.DEPTH_TEST);c.depthFunc(c.LEQUAL);c.frontFace(c.CCW);c.cullFace(c.BACK);c.enable(c.CULL_FACE);c.enable(c.BLEND);c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA);c.clearColor(0,0,0,0);(function(h,e){var m=[h?"#define MAX_DIR_LIGHTS "+h:"",e?"#define MAX_POINT_LIGHTS "+e:"","uniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",
h?"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];":"",h?"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];":"",e?"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];":"",e?"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];":"","uniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vLightWeighting;",e?"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];":"","varying vec3 vViewPosition;\nvarying vec3 vReflect;\nuniform float mRefractionRatio;\nvoid main(void) {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec3 transformedNormal = normalize( normalMatrix * normal );\nif ( !enableLighting ) {\nvLightWeighting = vec3( 1.0, 1.0, 1.0 );\n} else {\nvLightWeighting = ambientLightColor;",
h?"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {":"",h?"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );":"",h?"float directionalLightWeighting = max( dot( transformedNormal, normalize(lDirection.xyz ) ), 0.0 );":"",h?"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;":"",h?"}":"",e?"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {":"",e?"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );":"",e?"vPointLightVector[ i ] = normalize( lPosition.xyz - mvPosition.xyz );":
"",e?"float pointLightWeighting = max( dot( transformedNormal, vPointLightVector[ i ] ), 0.0 );":"",e?"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;":"",e?"}":"","}\nvNormal = transformedNormal;\nvUv = uv;\nif ( useRefract ) {\nvReflect = refract( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz), mRefractionRatio );\n} else {\nvReflect = reflect( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz) );\n}\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n"),
......@@ -172,7 +172,7 @@ f;b.position.y=g;b.position.z=i;b.rotation.x=k;b.rotation.y=c;b.rotation.z=j;a.a
f.push(new THREE.MeshBasicMaterial({map:new THREE.Texture(d[4])}));f.push(new THREE.MeshBasicMaterial({map:new THREE.Texture(d[5])}));mesh=new THREE.Mesh(new Cube(b,b,b,1,1,f,true),new THREE.MeshFaceMaterial);a.addObject(mesh);return mesh},addPanoramaCubePlanes:function(a,b,d){var f=b/2;b=new Plane(b,b);var g=Math.PI/2,i=Math.PI;SceneUtils.addMesh(a,b,1,0,0,-f,0,0,0,new THREE.MeshBasicMaterial({map:new THREE.Texture(d[5])}));SceneUtils.addMesh(a,b,1,-f,0,0,0,g,0,new THREE.MeshBasicMaterial({map:new THREE.Texture(d[0])}));
SceneUtils.addMesh(a,b,1,f,0,0,0,-g,0,new THREE.MeshBasicMaterial({map:new THREE.Texture(d[1])}));SceneUtils.addMesh(a,b,1,0,f,0,g,0,i,new THREE.MeshBasicMaterial({map:new THREE.Texture(d[2])}));SceneUtils.addMesh(a,b,1,0,-f,0,-g,0,i,new THREE.MeshBasicMaterial({map:new THREE.Texture(d[3])}))}},ShaderUtils={lib:{fresnel:{uniforms:{mRefractionRatio:{type:"f",value:1.02},mFresnelBias:{type:"f",value:0.1},mFresnelPower:{type:"f",value:2},mFresnelScale:{type:"f",value:1},tCube:{type:"t",value:1,texture:null}},
fragment_shader:"uniform samplerCube tCube;\nvarying vec3 vReflect;\nvarying vec3 vRefract[3];\nvarying float vReflectionFactor;\nvoid main() {\nvec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );\nvec4 refractedColor = vec4( 1.0, 1.0, 1.0, 1.0 );\nrefractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;\nrefractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;\nrefractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;\nrefractedColor.a = 1.0;\ngl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );\n}",
vertex_shader:"attribute vec3 position;\nattribute vec3 normal;\nattribute vec3 uv;\nuniform float mRefractionRatio;\nuniform float mFresnelBias;\nuniform float mFresnelScale;\nuniform float mFresnelPower;\nvarying vec3 vReflect;\nvarying vec3 vRefract[3];\nvarying float vReflectionFactor;\nvoid main(void) {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );\nvec3 I = mPosition.xyz - cameraPosition;\nvReflect = reflect( I, nWorld );\nvRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );\nvRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );\nvRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );\nvReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );\ngl_Position = projectionMatrix * mvPosition;\n}"}}},
vertex_shader:"uniform float mRefractionRatio;\nuniform float mFresnelBias;\nuniform float mFresnelScale;\nuniform float mFresnelPower;\nvarying vec3 vReflect;\nvarying vec3 vRefract[3];\nvarying float vReflectionFactor;\nvoid main(void) {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec3 nWorld = normalize ( mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal );\nvec3 I = mPosition.xyz - cameraPosition;\nvReflect = reflect( I, nWorld );\nvRefract[0] = refract( normalize( I ), nWorld, mRefractionRatio );\nvRefract[1] = refract( normalize( I ), nWorld, mRefractionRatio * 0.99 );\nvRefract[2] = refract( normalize( I ), nWorld, mRefractionRatio * 0.98 );\nvReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), nWorld ), mFresnelPower );\ngl_Position = projectionMatrix * mvPosition;\n}"}}},
Cube=function(a,b,d,f,g,i,k){function c(w,v,z,K,u,h,e,m){var r=f||1,p=g||1,o=r+1,x=p+1;u=u/r;h=h/p;var C=j.vertices.length,S;if(w=="x"&&v=="y"||w=="y"&&v=="x")S="z";else if(w=="x"&&v=="z"||w=="z"&&v=="x")S="y";else if(w=="z"&&v=="y"||w=="y"&&v=="z")S="x";for(iy=0;iy<x;iy++)for(ix=0;ix<o;ix++){var B=new THREE.Vector3;B[w]=(ix*u-y)*z;B[v]=(iy*h-s)*K;B[S]=e;j.vertices.push(new THREE.Vertex(B))}for(iy=0;iy<p;iy++)for(ix=0;ix<r;ix++){j.faces.push(new THREE.Face4(ix+o*iy+C,ix+o*(iy+1)+C,ix+1+o*(iy+1)+C,
ix+1+o*iy+C,null,m));j.uvs.push([new THREE.UV(ix/r,iy/p),new THREE.UV(ix/r,(iy+1)/p),new THREE.UV((ix+1)/r,(iy+1)/p),new THREE.UV((ix+1)/r,iy/p)])}}THREE.Geometry.call(this);var j=this,y=a/2,s=b/2,D=d/2;k=k?-1:1;if(i!==undefined)if(i instanceof Array)this.materials=i;else{this.materials=[];for(var q=0;q<6;q++)this.materials.push([i])}else this.materials=[];c("z","y",1*k,-1,d,b,-y,this.materials[0]);c("z","y",-1*k,-1,d,b,y,this.materials[1]);c("x","z",1*k,1,a,d,s,this.materials[2]);c("x","z",1*k,-1,
a,d,-s,this.materials[3]);c("x","y",1*k,-1,a,b,D,this.materials[4]);c("x","y",-1*k,-1,a,b,-D,this.materials[5]);(function(){for(var w=[],v=[],z=0,K=j.vertices.length;z<K;z++){for(var u=j.vertices[z],h=false,e=0,m=w.length;e<m;e++){var r=w[e];if(u.position.x==r.position.x&&u.position.y==r.position.y&&u.position.z==r.position.z){v[z]=e;h=true;break}}if(!h){v[z]=w.length;w.push(new THREE.Vertex(u.position.clone()))}}z=0;for(K=j.faces.length;z<K;z++){u=j.faces[z];u.a=v[u.a];u.b=v[u.b];u.c=v[u.c];u.d=
......
......@@ -35,10 +35,6 @@ var ShaderUtils = {
vertex_shader: [
"attribute vec3 position;",
"attribute vec3 normal;",
"attribute vec3 uv;",
"uniform float mRefractionRatio;",
"uniform float mFresnelBias;",
"uniform float mFresnelScale;",
......
......@@ -1079,13 +1079,11 @@ THREE.WebGLRenderer = function ( scene ) {
var chunks = [
maxDirLights ? "#define MAX_DIR_LIGHTS " + maxDirLights : "",
maxPointLights ? "#define MAX_POINT_LIGHTS " + maxPointLights : "",
"attribute vec3 position;",
"attribute vec3 normal;",
"attribute vec2 uv;",
"uniform bool enableLighting;",
"uniform bool useRefract;",
......@@ -1195,6 +1193,9 @@ THREE.WebGLRenderer = function ( scene ) {
"uniform mat4 modelViewMatrix;",
"uniform mat4 projectionMatrix;",
"uniform vec3 cameraPosition;",
"attribute vec3 position;",
"attribute vec3 normal;",
"attribute vec2 uv;",
""
].join("\n");
......@@ -1205,10 +1206,8 @@ THREE.WebGLRenderer = function ( scene ) {
if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
alert( "Could not initialise shaders" );
alert( "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
alert( _gl.getError() );
alert( "Could not initialise shaders\n"+
"VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
}
......
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