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7e570b31
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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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7e570b31
编写于
9月 11, 2016
作者:
T
Takahiro
提交者:
Mr.doob
9月 11, 2016
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Replace MMDMaterial with ShaderMaterial (#9665)
上级
84f00490
变更
1
显示空白变更内容
内联
并排
Showing
1 changed file
with
51 addition
and
112 deletion
+51
-112
examples/js/loaders/MMDLoader.js
examples/js/loaders/MMDLoader.js
+51
-112
未找到文件。
examples/js/loaders/MMDLoader.js
浏览文件 @
7e570b31
...
...
@@ -1995,7 +1995,6 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
var
textures
=
[];
var
textureLoader
=
new
THREE
.
TextureLoader
(
this
.
manager
);
var
tgaLoader
=
new
THREE
.
TGALoader
(
this
.
manager
);
var
materialLoader
=
new
THREE
.
MaterialLoader
(
this
.
manager
);
var
color
=
new
THREE
.
Color
();
var
offset
=
0
;
var
materialParams
=
[];
...
...
@@ -2037,6 +2036,8 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
}
delete
texture
.
readyCallbacks
;
}
);
texture
.
readyCallbacks
=
[];
...
...
@@ -2049,6 +2050,18 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
};
function
getTexture
(
name
,
textures
)
{
if
(
textures
[
name
]
===
undefined
)
{
console
.
warn
(
'
THREE.MMDLoader: Undefined texture
'
,
name
);
}
return
textures
[
name
];
};
for
(
var
i
=
0
;
i
<
model
.
metadata
.
materialCount
;
i
++
)
{
geometry
.
faceVertexUvs
.
push
(
[]
);
...
...
@@ -2058,12 +2071,7 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
for
(
var
i
=
0
;
i
<
model
.
metadata
.
materialCount
;
i
++
)
{
var
m
=
model
.
materials
[
i
];
var
params
=
{
uuid
:
THREE
.
Math
.
generateUUID
(),
type
:
'
MMDMaterial
'
};
var
params
=
{};
params
.
faceOffset
=
offset
;
params
.
faceNum
=
m
.
faceCount
;
...
...
@@ -2088,9 +2096,9 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
}
params
.
name
=
m
.
name
;
params
.
color
=
color
.
fromArray
(
[
m
.
diffuse
[
0
],
m
.
diffuse
[
1
],
m
.
diffuse
[
2
]
]
).
getHex
();
params
.
color
=
color
.
fromArray
(
[
m
.
diffuse
[
0
],
m
.
diffuse
[
1
],
m
.
diffuse
[
2
]
]
).
clone
();
params
.
opacity
=
m
.
diffuse
[
3
];
params
.
specular
=
color
.
fromArray
(
[
m
.
specular
[
0
],
m
.
specular
[
1
],
m
.
specular
[
2
]
]
).
getHex
();
params
.
specular
=
color
.
fromArray
(
[
m
.
specular
[
0
],
m
.
specular
[
1
],
m
.
specular
[
2
]
]
).
clone
();
params
.
shininess
=
m
.
shininess
;
if
(
params
.
opacity
===
1.0
)
{
...
...
@@ -2185,33 +2193,37 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
// TODO: check if this logic is right
if
(
params
.
map
===
undefined
/* && params.envMap === undefined */
)
{
params
.
emissive
=
color
.
fromArray
(
[
m
.
emissive
[
0
],
m
.
emissive
[
1
],
m
.
emissive
[
2
]
]
).
getHex
();
params
.
emissive
=
color
.
fromArray
(
[
m
.
emissive
[
0
],
m
.
emissive
[
1
],
m
.
emissive
[
2
]
]
).
clone
();
}
var
shader
=
THREE
.
ShaderLib
[
'
mmd
'
];
params
.
uniforms
=
THREE
.
UniformsUtils
.
clone
(
shader
.
uniforms
);
params
.
vertexShader
=
shader
.
vertexShader
;
params
.
fragmentShader
=
shader
.
fragmentShader
;
materialParams
.
push
(
params
);
}
materialLoader
.
setTextures
(
textures
)
;
var
shader
=
THREE
.
ShaderLib
[
'
mmd
'
]
;
for
(
var
i
=
0
;
i
<
materialParams
.
length
;
i
++
)
{
var
p
=
materialParams
[
i
];
var
p2
=
model
.
materials
[
i
];
var
m
=
materialLoader
.
parse
(
p
);
var
m
=
new
THREE
.
ShaderMaterial
(
{
uniforms
:
THREE
.
UniformsUtils
.
clone
(
shader
.
uniforms
),
vertexShader
:
shader
.
vertexShader
,
fragmentShader
:
shader
.
fragmentShader
}
);
m
.
faceOffset
=
p
.
faceOffset
;
m
.
faceNum
=
p
.
faceNum
;
if
(
p
.
name
!==
undefined
)
m
.
name
=
p
.
name
;
m
.
skinning
=
geometry
.
bones
.
length
>
0
?
true
:
false
;
m
.
morphTargets
=
geometry
.
morphTargets
.
length
>
0
?
true
:
false
;
m
.
lights
=
true
;
m
.
side
=
p
.
side
;
m
.
transparent
=
p
.
transparent
;
m
.
fog
=
true
;
m
.
blending
=
THREE
.
CustomBlending
;
m
.
blendSrc
=
THREE
.
SrcAlphaFactor
;
...
...
@@ -2219,7 +2231,7 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
m
.
blendSrcAlpha
=
THREE
.
SrcAlphaFactor
;
m
.
blendDstAlpha
=
THREE
.
DstAlphaFactor
;
if
(
m
.
map
!==
null
)
{
if
(
p
.
map
!==
undefined
)
{
// Check if this part of the texture image the material uses requires transparency
function
checkTextureTransparency
(
m
)
{
...
...
@@ -2326,19 +2338,26 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
m
.
textureTransparency
=
detectTextureTransparency
(
imageData
,
uvs
);
delete
m
.
faceOffset
;
delete
m
.
faceNum
;
}
);
}
m
.
map
=
getTexture
(
p
.
map
,
textures
);
m
.
uniforms
.
map
.
value
=
m
.
map
;
checkTextureTransparency
(
m
);
}
if
(
m
.
envMap
!==
null
)
{
if
(
p
.
envMap
!==
undefined
)
{
// TODO: WebGLRenderer should automatically update?
function
updateMaterialWhenTextureIsReady
(
m
)
{
m
.
envMap
=
getTexture
(
p
.
envMap
,
textures
);
m
.
uniforms
.
envMap
.
value
=
m
.
envMap
;
m
.
combine
=
p
.
envMapType
;
// TODO: WebGLRenderer should automatically update?
m
.
envMap
.
readyCallbacks
.
push
(
function
(
t
)
{
m
.
needsUpdate
=
true
;
...
...
@@ -2347,24 +2366,17 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
}
m
.
combine
=
p
.
envMapType
;
updateMaterialWhenTextureIsReady
(
m
);
}
m
.
uniforms
.
opacity
.
value
=
m
.
opacity
;
m
.
uniforms
.
diffuse
.
value
=
m
.
color
;
m
.
uniforms
.
opacity
.
value
=
p
.
opacity
;
m
.
uniforms
.
diffuse
.
value
.
copy
(
p
.
color
);
if
(
m
.
emissive
)
{
if
(
p
.
emissive
!==
undefined
)
{
m
.
uniforms
.
emissive
.
value
=
m
.
emissive
;
m
.
uniforms
.
emissive
.
value
.
copy
(
p
.
emissive
)
;
}
m
.
uniforms
.
map
.
value
=
m
.
map
;
m
.
uniforms
.
envMap
.
value
=
m
.
envMap
;
m
.
uniforms
.
specular
.
value
=
m
.
specular
;
m
.
uniforms
.
shininess
.
value
=
Math
.
max
(
m
.
shininess
,
1
e
-
4
);
// to prevent pow( 0.0, 0.0 )
m
.
uniforms
.
specular
.
value
.
copy
(
p
.
specular
);
m
.
uniforms
.
shininess
.
value
=
Math
.
max
(
p
.
shininess
,
1
e
-
4
);
// to prevent pow( 0.0, 0.0 )
if
(
model
.
metadata
.
format
===
'
pmd
'
)
{
...
...
@@ -2458,7 +2470,7 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
var
m
=
material
.
materials
[
e
.
index
];
if
(
m
.
opacity
!==
e
.
diffuse
[
3
]
)
{
if
(
m
.
uniforms
.
opacity
.
value
!==
e
.
diffuse
[
3
]
)
{
m
.
morphTransparency
=
true
;
...
...
@@ -3538,79 +3550,6 @@ THREE.MMDLoader.DataView.prototype = {
};
/*
* MMD custom shaders based on MeshPhongMaterial.
* This class extends ShaderMaterial while shaders are based on MeshPhongMaterial.
* Keep this class updated on MeshPhongMaterial.
*/
THREE
.
MMDMaterial
=
function
(
parameters
)
{
THREE
.
ShaderMaterial
.
call
(
this
,
parameters
);
// this.type = 'MMDMaterial';
this
.
faceOffset
=
null
;
this
.
faceNum
=
null
;
this
.
textureTransparency
=
false
;
this
.
morphTransparency
=
false
;
// the followings are copied from MeshPhongMaterial
this
.
color
=
new
THREE
.
Color
(
0xffffff
);
// diffuse
this
.
emissive
=
new
THREE
.
Color
(
0x000000
);
this
.
specular
=
new
THREE
.
Color
(
0x111111
);
this
.
shininess
=
30
;
this
.
map
=
null
;
this
.
lightMap
=
null
;
this
.
lightMapIntensity
=
1.0
;
this
.
aoMap
=
null
;
this
.
aoMapIntensity
=
1.0
;
this
.
emissiveMap
=
null
;
this
.
bumpMap
=
null
;
this
.
bumpScale
=
1
;
this
.
normalMap
=
null
;
this
.
normalScale
=
new
THREE
.
Vector2
(
1
,
1
);
this
.
displacementMap
=
null
;
this
.
displacementScale
=
1
;
this
.
displacementBias
=
0
;
this
.
specularMap
=
null
;
this
.
alphaMap
=
null
;
this
.
envMap
=
null
;
this
.
combine
=
THREE
.
MultiplyOperation
;
this
.
reflectivity
=
1
;
this
.
refractionRatio
=
0.98
;
this
.
fog
=
true
;
this
.
shading
=
THREE
.
SmoothShading
;
this
.
wireframe
=
false
;
this
.
wireframeLinewidth
=
1
;
this
.
wireframeLinecap
=
'
round
'
;
this
.
wireframeLinejoin
=
'
round
'
;
this
.
vertexColors
=
THREE
.
NoColors
;
this
.
skinning
=
false
;
this
.
morphTargets
=
false
;
this
.
morphNormals
=
false
;
this
.
setValues
(
parameters
);
};
THREE
.
MMDMaterial
.
prototype
=
Object
.
create
(
THREE
.
ShaderMaterial
.
prototype
);
THREE
.
MMDMaterial
.
prototype
.
constructor
=
THREE
.
MMDMaterial
;
/*
* Shaders are copied from MeshPhongMaterial and then MMD spcific codes are inserted.
* Keep shaders updated on MeshPhongMaterial.
...
...
@@ -4489,7 +4428,7 @@ THREE.MMDHelper.prototype = {
m
.
uniforms
.
outlineDrawing
.
value
=
0
;
m
.
visible
=
true
;
if
(
m
.
opacity
===
1.0
)
{
if
(
m
.
uniforms
.
opacity
.
value
===
1.0
)
{
m
.
side
=
THREE
.
FrontSide
;
m
.
transparent
=
false
;
...
...
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