提交 58ebca83 编写于 作者: M Mr.doob

Updated builds.

上级 24f3a712
......@@ -17708,8 +17708,6 @@ THREE.Loader.prototype = {
break;
case 'depthTest':
case 'depthWrite':
case 'stencilTest':
case 'stencilWrite':
case 'colorWrite':
case 'opacity':
case 'reflectivity':
......@@ -18828,8 +18826,6 @@ THREE.MaterialLoader.prototype = {
if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
if ( json.stencilTest !== undefined ) material.stencilTest = json.stencilTest;
if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite;
if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
......@@ -18877,7 +18873,7 @@ THREE.MaterialLoader.prototype = {
if ( json.metalnessMap !== undefined ) material.metalnessMap = this.getTexture( json.metalnessMap );
if ( json.emissiveMap !== undefined ) material.emissiveMap = this.getTexture( json.emissiveMap );
if ( json.emissiveMapIntensity !== undefined ) material.emissiveMapIntensity = json.emissiveMapIntensity;
if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
if ( json.specularMap !== undefined ) material.specularMap = this.getTexture( json.specularMap );
......@@ -19932,9 +19928,6 @@ THREE.Material = function () {
this.depthTest = true;
this.depthWrite = true;
this.stencilTest = false;
this.stencilWrite = false;
this.colorWrite = true;
this.precision = null; // override the renderer's default precision for this material
......@@ -20162,9 +20155,6 @@ THREE.Material.prototype = {
this.depthTest = source.depthTest;
this.depthWrite = source.depthWrite;
this.stencilTest = source.stencilTest;
this.stencilWrite = source.stencilWrite;
this.colorWrite = source.colorWrite;
this.precision = source.precision;
......@@ -20465,7 +20455,6 @@ THREE.MeshBasicMaterial.prototype.copy = function ( source ) {
*
* parameters = {
* color: <hex>,
* emissive: <hex>,
* opacity: <float>,
*
* map: new THREE.Texture( <Image> ),
......@@ -20476,8 +20465,9 @@ THREE.MeshBasicMaterial.prototype.copy = function ( source ) {
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* emissive: <hex>,
* emissiveIntensity: <float>
* emissiveMap: new THREE.Texture( <Image> ),
* emissiveMapIntensity: <float>
*
* specularMap: new THREE.Texture( <Image> ),
*
......@@ -20512,7 +20502,6 @@ THREE.MeshLambertMaterial = function ( parameters ) {
this.type = 'MeshLambertMaterial';
this.color = new THREE.Color( 0xffffff ); // diffuse
this.emissive = new THREE.Color( 0x000000 );
this.map = null;
......@@ -20522,8 +20511,9 @@ THREE.MeshLambertMaterial = function ( parameters ) {
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new THREE.Color( 0x000000 );
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.emissiveMapIntensity = 1.0;
this.specularMap = null;
......@@ -20559,7 +20549,6 @@ THREE.MeshLambertMaterial.prototype.copy = function ( source ) {
THREE.Material.prototype.copy.call( this, source );
this.color.copy( source.color );
this.emissive.copy( source.emissive );
this.map = source.map;
......@@ -20569,8 +20558,9 @@ THREE.MeshLambertMaterial.prototype.copy = function ( source ) {
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveMapIntensity = source.emissiveMapIntensity;
this.emissiveIntensity = source.emissiveIntensity;
this.specularMap = source.specularMap;
......@@ -20606,7 +20596,6 @@ THREE.MeshLambertMaterial.prototype.copy = function ( source ) {
*
* parameters = {
* color: <hex>,
* emissive: <hex>,
* specular: <hex>,
* shininess: <float>,
* opacity: <float>,
......@@ -20619,8 +20608,9 @@ THREE.MeshLambertMaterial.prototype.copy = function ( source ) {
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* emissive: <hex>,
* emissiveIntensity: <float>
* emissiveMap: new THREE.Texture( <Image> ),
* emissiveMapIntensity: <float>
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
......@@ -20666,7 +20656,6 @@ THREE.MeshPhongMaterial = function ( parameters ) {
this.type = 'MeshPhongMaterial';
this.color = new THREE.Color( 0xffffff ); // diffuse
this.emissive = new THREE.Color( 0x000000 );
this.specular = new THREE.Color( 0x111111 );
this.shininess = 30;
......@@ -20678,8 +20667,9 @@ THREE.MeshPhongMaterial = function ( parameters ) {
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new THREE.Color( 0x000000 );
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.emissiveMapIntensity = 1.0;
this.bumpMap = null;
this.bumpScale = 1;
......@@ -20727,7 +20717,6 @@ THREE.MeshPhongMaterial.prototype.copy = function ( source ) {
THREE.Material.prototype.copy.call( this, source );
this.color.copy( source.color );
this.emissive.copy( source.emissive );
this.specular.copy( source.specular );
this.shininess = source.shininess;
......@@ -20739,8 +20728,9 @@ THREE.MeshPhongMaterial.prototype.copy = function ( source ) {
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveMapIntensity = source.emissiveMapIntensity;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
......@@ -20789,8 +20779,6 @@ THREE.MeshPhongMaterial.prototype.copy = function ( source ) {
* color: <hex>,
* roughness: <float>,
* metalness: <float>,
* emissive: <hex>,
* opacity: <float>,
*
* map: new THREE.Texture( <Image> ),
......@@ -20801,8 +20789,9 @@ THREE.MeshPhongMaterial.prototype.copy = function ( source ) {
* aoMap: new THREE.Texture( <Image> ),
* aoMapIntensity: <float>
*
* emissive: <hex>,
* emissiveIntensity: <float>
* emissiveMap: new THREE.Texture( <Image> ),
* emissiveMapIntensity: <float>
*
* bumpMap: new THREE.Texture( <Image> ),
* bumpScale: <float>,
......@@ -20853,8 +20842,6 @@ THREE.MeshStandardMaterial = function ( parameters ) {
this.roughness = 0.5;
this.metalness = 0.5;
this.emissive = new THREE.Color( 0x000000 );
this.map = null;
this.lightMap = null;
......@@ -20863,8 +20850,9 @@ THREE.MeshStandardMaterial = function ( parameters ) {
this.aoMap = null;
this.aoMapIntensity = 1.0;
this.emissive = new THREE.Color( 0x000000 );
this.emissiveIntensity = 1.0;
this.emissiveMap = null;
this.emissiveMapIntensity = 1.0;
this.bumpMap = null;
this.bumpScale = 1;
......@@ -20917,8 +20905,6 @@ THREE.MeshStandardMaterial.prototype.copy = function ( source ) {
this.roughness = source.roughness;
this.metalness = source.metalness;
this.emissive.copy( source.emissive );
this.map = source.map;
this.lightMap = source.lightMap;
......@@ -20927,8 +20913,9 @@ THREE.MeshStandardMaterial.prototype.copy = function ( source ) {
this.aoMap = source.aoMap;
this.aoMapIntensity = source.aoMapIntensity;
this.emissive.copy( source.emissive );
this.emissiveMap = source.emissiveMap;
this.emissiveMapIntensity = source.emissiveMapIntensity;
this.emissiveIntensity = source.emissiveIntensity;
this.bumpMap = source.bumpMap;
this.bumpScale = source.bumpScale;
......@@ -23416,11 +23403,11 @@ THREE.ShaderChunk[ 'displacementmap_pars_vertex' ] = "#ifdef USE_DISPLACEMENTMAP
// File:src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
THREE.ShaderChunk[ 'emissivemap_fragment' ] = "#ifdef USE_EMISSIVEMAP\n vec4 emissiveColor = texture2D( emissiveMap, vUv );\n emissiveColor.rgb = inputToLinear( emissiveColor.rgb );\n totalEmissiveLight *= emissiveColor.rgb * emissiveMapIntensity;\n#endif\n";
THREE.ShaderChunk[ 'emissivemap_fragment' ] = "#ifdef USE_EMISSIVEMAP\n vec4 emissiveColor = texture2D( emissiveMap, vUv );\n emissiveColor.rgb = inputToLinear( emissiveColor.rgb );\n totalEmissiveLight *= emissiveColor.rgb;\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
THREE.ShaderChunk[ 'emissivemap_pars_fragment' ] = "#ifdef USE_EMISSIVEMAP\n uniform sampler2D emissiveMap;\n uniform float emissiveMapIntensity;\n#endif\n";
THREE.ShaderChunk[ 'emissivemap_pars_fragment' ] = "#ifdef USE_EMISSIVEMAP\n uniform sampler2D emissiveMap;\n#endif\n";
// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
......@@ -23714,107 +23701,106 @@ THREE.UniformsLib = {
common: {
"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
"opacity" : { type: "f", value: 1.0 },
"diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"opacity": { type: "f", value: 1.0 },
"map" : { type: "t", value: null },
"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
"map": { type: "t", value: null },
"offsetRepeat": { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
"specularMap" : { type: "t", value: null },
"alphaMap" : { type: "t", value: null },
"specularMap": { type: "t", value: null },
"alphaMap": { type: "t", value: null },
"envMap" : { type: "t", value: null },
"flipEnvMap" : { type: "f", value: - 1 },
"reflectivity" : { type: "f", value: 1.0 },
"refractionRatio" : { type: "f", value: 0.98 }
"envMap": { type: "t", value: null },
"flipEnvMap": { type: "f", value: - 1 },
"reflectivity": { type: "f", value: 1.0 },
"refractionRatio": { type: "f", value: 0.98 }
},
aomap: {
"aoMap" : { type: "t", value: null },
"aoMapIntensity" : { type: "f", value: 1 },
"aoMap": { type: "t", value: null },
"aoMapIntensity": { type: "f", value: 1 }
},
lightmap: {
"lightMap" : { type: "t", value: null },
"lightMapIntensity" : { type: "f", value: 1 },
"lightMap": { type: "t", value: null },
"lightMapIntensity": { type: "f", value: 1 }
},
emissivemap: {
"emissiveMap" : { type: "t", value: null },
"emissiveMapIntensity" : { type: "f", value: 1 },
"emissiveMap": { type: "t", value: null }
},
bumpmap: {
"bumpMap" : { type: "t", value: null },
"bumpScale" : { type: "f", value: 1 }
"bumpMap": { type: "t", value: null },
"bumpScale": { type: "f", value: 1 }
},
normalmap: {
"normalMap" : { type: "t", value: null },
"normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
"normalMap": { type: "t", value: null },
"normalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) }
},
displacementmap: {
"displacementMap" : { type: "t", value: null },
"displacementScale" : { type: "f", value: 1 },
"displacementBias" : { type: "f", value: 0 }
"displacementMap": { type: "t", value: null },
"displacementScale": { type: "f", value: 1 },
"displacementBias": { type: "f", value: 0 }
},
roughnessmap: {
"roughnessMap" : { type: "t", value: null }
"roughnessMap": { type: "t", value: null }
},
metalnessmap: {
"metalnessMap" : { type: "t", value: null }
"metalnessMap": { type: "t", value: null }
},
fog: {
"fogDensity" : { type: "f", value: 0.00025 },
"fogNear" : { type: "f", value: 1 },
"fogFar" : { type: "f", value: 2000 },
"fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
"fogDensity": { type: "f", value: 0.00025 },
"fogNear": { type: "f", value: 1 },
"fogFar": { type: "f", value: 2000 },
"fogColor": { type: "c", value: new THREE.Color( 0xffffff ) }
},
ambient: {
"ambientLightColor" : { type: "fv", value: [] }
"ambientLightColor": { type: "fv", value: [] }
},
lights: {
"directionalLights" : { type: "sa", value: [], properties: {
"directionalLights": { type: "sa", value: [], properties: {
"direction": { type: "v3" },
"color": { type: "c" },
"shadow": { type: "i" }
} },
"hemisphereLights" : { type: "sa", value: [], properties: {
"hemisphereLights": { type: "sa", value: [], properties: {
"direction": { type: "v3" },
"skyColor": { type: "c" },
"groundColor": { type: "c" }
} },
"pointLights" : { type: "sa", value: [], properties: {
"pointLights": { type: "sa", value: [], properties: {
"color": { type: "c" },
"position": { type: "v3" },
"decay": { type: "f" },
......@@ -23822,7 +23808,7 @@ THREE.UniformsLib = {
"shadow": { type: "i" }
} },
"spotLights" : { type: "sa", value: [], properties: {
"spotLights": { type: "sa", value: [], properties: {
"color": { type: "c" },
"position": { type: "v3" },
"direction": { type: "v3" },
......@@ -23837,12 +23823,12 @@ THREE.UniformsLib = {
points: {
"diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
"opacity" : { type: "f", value: 1.0 },
"size" : { type: "f", value: 1.0 },
"scale" : { type: "f", value: 1.0 },
"map" : { type: "t", value: null },
"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
"diffuse": { type: "c", value: new THREE.Color( 0xeeeeee ) },
"opacity": { type: "f", value: 1.0 },
"size": { type: "f", value: 1.0 },
"scale": { type: "f", value: 1.0 },
"map": { type: "t", value: null },
"offsetRepeat": { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }
},
......@@ -23851,10 +23837,10 @@ THREE.UniformsLib = {
"shadowMap": { type: "tv", value: [] },
"shadowMapSize": { type: "v2v", value: [] },
"shadowBias" : { type: "fv1", value: [] },
"shadowBias": { type: "fv1", value: [] },
"shadowDarkness": { type: "fv1", value: [] },
"shadowMatrix" : { type: "m4v", value: [] }
"shadowMatrix": { type: "m4v", value: [] }
}
......@@ -26175,12 +26161,10 @@ THREE.WebGLRenderer = function ( parameters ) {
}
// Ensure buffer writing is enabled so they can be cleared on next render
// Ensure depth buffer writing is enabled so it can be cleared on next render
state.setDepthTest( true );
state.setDepthWrite( true );
state.setStencilTest( true );
state.setStencilWrite( true );
state.setColorWrite( true );
// _gl.finish();
......@@ -26543,8 +26527,6 @@ THREE.WebGLRenderer = function ( parameters ) {
state.setDepthFunc( material.depthFunc );
state.setDepthTest( material.depthTest );
state.setDepthWrite( material.depthWrite );
state.setStencilTest( material.stencilTest );
state.setStencilWrite( material.stencilWrite );
state.setColorWrite( material.colorWrite );
state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
......@@ -26863,7 +26845,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( material.emissive ) {
uniforms.emissive.value = material.emissive;
uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
}
......@@ -27013,7 +26995,6 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( material.emissiveMap ) {
uniforms.emissiveMap.value = material.emissiveMap;
uniforms.emissiveMapIntensity.value = material.emissiveMapIntensity;
}
......@@ -27034,7 +27015,6 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( material.emissiveMap ) {
uniforms.emissiveMap.value = material.emissiveMap;
uniforms.emissiveMapIntensity.value = material.emissiveMapIntensity;
}
......@@ -27089,7 +27069,6 @@ THREE.WebGLRenderer = function ( parameters ) {
if ( material.emissiveMap ) {
uniforms.emissiveMap.value = material.emissiveMap;
uniforms.emissiveMapIntensity.value = material.emissiveMapIntensity;
}
......@@ -31386,7 +31365,6 @@ THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) {
currentBlending = null;
currentDepthWrite = null;
currentStencilWrite = null;
currentColorWrite = null;
currentFlipSided = null;
......
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