From 8153982ffb644f2efd1b193d45df1c165fa25099 Mon Sep 17 00:00:00 2001 From: alteredq Date: Thu, 6 Oct 2011 03:46:42 +0200 Subject: [PATCH] Added shadow maps handling to normal map shader. --- build/Three.js | 21 +++++++++++---------- build/custom/ThreeCanvas.js | 2 +- build/custom/ThreeDOM.js | 2 +- build/custom/ThreeExtras.js | 19 ++++++++++--------- build/custom/ThreeSVG.js | 2 +- build/custom/ThreeWebGL.js | 2 +- src/extras/ShaderUtils.js | 7 +++++++ 7 files changed, 32 insertions(+), 23 deletions(-) diff --git a/build/Three.js b/build/Three.js index 3071d1642e..55dbc3797a 100644 --- a/build/Three.js +++ b/build/Three.js @@ -69,7 +69,7 @@ THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(b,c,e,f){t this.x=b.x*f;this.y=b.y*f;this.z=b.z*f;this.w=Math.cos(e);return this},setFromRotationMatrix:function(b){var c=Math.pow(b.determinant(),1/3);this.w=Math.sqrt(Math.max(0,c+b.n11+b.n22+b.n33))/2;this.x=Math.sqrt(Math.max(0,c+b.n11-b.n22-b.n33))/2;this.y=Math.sqrt(Math.max(0,c-b.n11+b.n22-b.n33))/2;this.z=Math.sqrt(Math.max(0,c-b.n11-b.n22+b.n33))/2;this.x=b.n32-b.n23<0?-Math.abs(this.x):Math.abs(this.x);this.y=b.n13-b.n31<0?-Math.abs(this.y):Math.abs(this.y);this.z=b.n21-b.n12<0?-Math.abs(this.z):Math.abs(this.z); this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var b=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);b==0?this.w=this.z=this.y=this.x=0:(b=1/b,this.x*=b,this.y*=b,this.z*=b,this.w*=b);return this},multiplySelf:function(b){var c= this.x,e=this.y,f=this.z,h=this.w,k=b.x,m=b.y,n=b.z,b=b.w;this.x=c*b+h*k+e*n-f*m;this.y=e*b+h*m+f*k-c*n;this.z=f*b+h*n+c*m-e*k;this.w=h*b-c*k-e*m-f*n;return this},multiply:function(b,c){this.x=b.x*c.w+b.y*c.z-b.z*c.y+b.w*c.x;this.y=-b.x*c.z+b.y*c.w+b.z*c.x+b.w*c.y;this.z=b.x*c.y-b.y*c.x+b.z*c.w+b.w*c.z;this.w=-b.x*c.x-b.y*c.y-b.z*c.z+b.w*c.w;return this},multiplyVector3:function(b,c){c||(c=b);var e=b.x,f=b.y,h=b.z,k=this.x,m=this.y,n=this.z,p=this.w,t=p*e+m*h-n*f,w=p*f+n*e-k*h,u=p*h+k*f-m*e,e=-k* -e-m*f-n*h;c.x=t*p+e*-k+w*-n-u*-m;c.y=w*p+e*-m+u*-k-t*-n;c.z=u*p+e*-n+t*-m-w*-k;return c}};THREE.Quaternion.slerp=function(b,c,e,f){var h=b.w*c.w+b.x*c.x+b.y*c.y+b.z*c.z;if(Math.abs(h)>=1)return e.w=b.w,e.x=b.x,e.y=b.y,e.z=b.z,e;var k=Math.acos(h),m=Math.sqrt(1-h*h);if(Math.abs(m)<0.001)return e.w=0.5*(b.w+c.w),e.x=0.5*(b.x+c.x),e.y=0.5*(b.y+c.y),e.z=0.5*(b.z+c.z),e;h=Math.sin((1-f)*k)/m;f=Math.sin(f*k)/m;e.w=b.w*h+c.w*f;e.x=b.x*h+c.x*f;e.y=b.y*h+c.y*f;e.z=b.z*h+c.z*f;return e}; +e-m*f-n*h;c.x=t*p+e*-k+w*-n-u*-m;c.y=w*p+e*-m+u*-k-t*-n;c.z=u*p+e*-n+t*-m-w*-k;return c}};THREE.Quaternion.slerp=function(b,c,e,f){var h=b.w*c.w+b.x*c.x+b.y*c.y+b.z*c.z;if(Math.abs(h)>=1)return e.w=b.w,e.x=b.x,e.y=b.y,e.z=b.z,e;var k=Math.acos(h),m=Math.sqrt(1-h*h);if(Math.abs(m)<0.0010)return e.w=0.5*(b.w+c.w),e.x=0.5*(b.x+c.x),e.y=0.5*(b.y+c.y),e.z=0.5*(b.z+c.z),e;h=Math.sin((1-f)*k)/m;f=Math.sin(f*k)/m;e.w=b.w*h+c.w*f;e.x=b.x*h+c.x*f;e.y=b.y*h+c.y*f;e.z=b.z*h+c.z*f;return e}; THREE.Vertex=function(b){this.position=b||new THREE.Vector3};THREE.Face3=function(b,c,e,f,h,k){this.a=b;this.b=c;this.c=e;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=h instanceof THREE.Color?h:new THREE.Color;this.vertexColors=h instanceof Array?h:[];this.vertexTangents=[];this.materials=k instanceof Array?k:[k];this.centroid=new THREE.Vector3}; THREE.Face4=function(b,c,e,f,h,k,m){this.a=b;this.b=c;this.c=e;this.d=f;this.normal=h instanceof THREE.Vector3?h:new THREE.Vector3;this.vertexNormals=h instanceof Array?h:[];this.color=k instanceof THREE.Color?k:new THREE.Color;this.vertexColors=k instanceof Array?k:[];this.vertexTangents=[];this.materials=m instanceof Array?m:[m];this.centroid=new THREE.Vector3};THREE.UV=function(b,c){this.u=b||0;this.v=c||0}; THREE.UV.prototype={constructor:THREE.UV,set:function(b,c){this.u=b;this.v=c;return this},copy:function(b){this.u=b.u;this.v=b.v;return this},clone:function(){return new THREE.UV(this.u,this.v)}};THREE.Geometry=function(){this.id=THREE.GeometryCount++;this.vertices=[];this.colors=[];this.faces=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.dynamic=this.hasTangents=!1}; @@ -358,11 +358,12 @@ y.push([1,0,n[(u*f+z)*4]/255*c]);y.push([1,1,n[(v*f+z)*4]/255*c]);y.push([0,1,n[ 255|0;t[E+2]=y[2]*255|0;t[E+3]=255}m.putImageData(p,0,0);return k}};THREE.SceneUtils={showHierarchy:function(b,c){THREE.SceneUtils.traverseHierarchy(b,function(b){b.visible=c})},traverseHierarchy:function(b,c){var e,f,h=b.children.length;for(f=0;f 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", -THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse )\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\nif( enableAO )\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( vTangent, vBinormal, vNormal );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * totalDiffuse + totalSpecular + ambientLightColor * uAmbientColor;", -THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:"attribute vec4 tangent;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvViewPosition = -mvPosition.xyz;\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvBinormal = normalize( vBinormal );\nvUv = uv;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif\n}"}, -cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );\n}"}}}; +normal:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{enableAO:{type:"i",value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},tDiffuse:{type:"t",value:0,texture:null},tNormal:{type:"t",value:2,texture:null},tSpecular:{type:"t",value:3,texture:null},tAO:{type:"t",value:4,texture:null},uNormalScale:{type:"f",value:1},tDisplacement:{type:"t",value:5,texture:null},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f", +value:1},uDiffuseColor:{type:"c",value:new THREE.Color(15658734)},uSpecularColor:{type:"c",value:new THREE.Color(1118481)},uAmbientColor:{type:"c",value:new THREE.Color(328965)},uShininess:{type:"f",value:30},uOpacity:{type:"f",value:1}}]),fragmentShader:["uniform vec3 uAmbientColor;\nuniform vec3 uDiffuseColor;\nuniform vec3 uSpecularColor;\nuniform float uShininess;\nuniform float uOpacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform float uNormalScale;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse )\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\nif( enableAO )\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( vTangent, vBinormal, vNormal );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * totalDiffuse + totalSpecular + ambientLightColor * uAmbientColor;", +THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvViewPosition = -mvPosition.xyz;\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvBinormal = normalize( vBinormal );\nvUv = uv;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif", +THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );\n}"}}}; THREE.Curve=function(){};THREE.Curve.prototype.getPoint=function(){console.log("Warning, getPoint() not implemented!");return null};THREE.Curve.prototype.getPointAt=function(b){return this.getPoint(this.getUtoTmapping(b))};THREE.Curve.prototype.getPoints=function(b){b||(b=5);var c,e=[];for(c=0;c<=b;c++)e.push(this.getPoint(c/b));return e};THREE.Curve.prototype.getSpacedPoints=function(b){b||(b=5);var c,e=[];for(c=0;c<=b;c++)e.push(this.getPointAt(c/b));return e}; THREE.Curve.prototype.getLength=function(){var b=this.getLengths();return b[b.length-1]};THREE.Curve.prototype.getLengths=function(b){b||(b=200);if(this.cacheArcLengths&&this.cacheArcLengths.length==b+1)return this.cacheArcLengths;var c=[],e,f=this.getPoint(0),h,k=0;c.push(0);for(h=1;h<=b;h++)e=this.getPoint(h/b),k+=e.distanceTo(f),c.push(k),f=e;return this.cacheArcLengths=c}; THREE.Curve.prototype.getUtoTmapping=function(b,c){var e=this.getLengths(),f=0,h=e.length,k;k=c?c:b*e[h-1];time=Date.now();for(var m=0,n=h-1,p;m<=n;)if(f=Math.floor(m+(n-m)/2),p=e[f]-k,p<0)m=f+1;else if(p>0)n=f-1;else{n=f;break}f=n;if(e[f]==k)return f/(h-1);m=e[f];return e=(f+(k-m)/(e[f+1]-m))/(h-1)};THREE.Curve.prototype.getNormalVector=function(b){b=this.getTangent(b);return new THREE.Vector2(-b.y,b.x)}; @@ -434,7 +435,7 @@ this.cameraNX,c);e.scale.y=1;e.position.y=0;e.updateMatrix();e.scale.x=-1;e.upda THREE.PathCamera=function(){console.warn("DEPRECATED: PathCamera() is PathControls().")};THREE.FlyCamera=function(){console.warn("DEPRECATED: FlyCamera() is FlyControls().")};THREE.RollCamera=function(){console.warn("DEPRECATED: RollCamera() is RollControls().")};THREE.TrackballCamera=function(){console.warn("DEPRECATED: TrackballCamera() is TrackballControls().")}; THREE.CombinedCamera=function(b,c,e,f,h,k,m){THREE.Camera.call(this);this.cameraO=new THREE.OrthographicCamera(b/-2,b/2,c/2,c/-2,k,m);this.cameraP=new THREE.PerspectiveCamera(e,b/c,f,h);this.toPerspective()};THREE.CombinedCamera.prototype=new THREE.Camera;THREE.CombinedCamera.prototype.constructor=THREE.CoolCamera;THREE.CombinedCamera.prototype.toPerspective=function(){this.near=this.cameraP.near;this.far=this.cameraP.far;this.projectionMatrix=this.cameraP.projectionMatrix}; THREE.CombinedCamera.prototype.toOrthographic=function(){this.near=this.cameraO.near;this.far=this.cameraO.far;this.projectionMatrix=this.cameraO.projectionMatrix};THREE.CombinedCamera.prototype.setFov=function(b){this.cameraP.fov=b;this.cameraP.updateProjectionMatrix();this.toPerspective()};THREE.CombinedCamera.prototype.setLens=function(b,c){c||(c=43.25);var e=2*Math.atan(c/(b*2));e*=180/Math.PI;this.setFov(e);return e}; -THREE.FirstPersonControls=function(b,c){function e(b,e){return function(){e.apply(b,arguments)}}this.object=b;this.target=new THREE.Vector3(0,0,0);this.domElement=c!==void 0?c:document;this.movementSpeed=1;this.lookSpeed=0.005;this.noFly=!1;this.lookVertical=!0;this.autoForward=!1;this.activeLook=!0;this.heightSpeed=!1;this.heightCoef=1;this.heightMin=0;this.constrainVertical=!1;this.verticalMin=0;this.verticalMax=Math.PI;this.lastUpdate=(new Date).getTime();this.theta=this.phi=this.lon=this.lat= +THREE.FirstPersonControls=function(b,c){function e(b,e){return function(){e.apply(b,arguments)}}this.object=b;this.target=new THREE.Vector3(0,0,0);this.domElement=c!==void 0?c:document;this.movementSpeed=1;this.lookSpeed=0.0050;this.noFly=!1;this.lookVertical=!0;this.autoForward=!1;this.activeLook=!0;this.heightSpeed=!1;this.heightCoef=1;this.heightMin=0;this.constrainVertical=!1;this.verticalMin=0;this.verticalMax=Math.PI;this.lastUpdate=(new Date).getTime();this.theta=this.phi=this.lon=this.lat= this.mouseY=this.mouseX=this.autoSpeedFactor=this.tdiff=0;this.mouseDragOn=this.freeze=this.moveRight=this.moveLeft=this.moveBackward=this.moveForward=!1;this.domElement===document?(this.viewHalfX=window.innerWidth/2,this.viewHalfY=window.innerHeight/2):(this.viewHalfX=this.domElement.offsetWidth/2,this.viewHalfY=this.domElement.offsetHeight/2,this.domElement.setAttribute("tabindex",-1));this.onMouseDown=function(b){this.domElement!==document&&this.domElement.focus();b.preventDefault();b.stopPropagation(); if(this.activeLook)switch(b.button){case 0:this.moveForward=!0;break;case 2:this.moveBackward=!0}this.mouseDragOn=!0};this.onMouseUp=function(b){b.preventDefault();b.stopPropagation();if(this.activeLook)switch(b.button){case 0:this.moveForward=!1;break;case 2:this.moveBackward=!1}this.mouseDragOn=!1};this.onMouseMove=function(b){this.domElement===document?(this.mouseX=b.pageX-this.viewHalfX,this.mouseY=b.pageY-this.viewHalfY):(this.mouseX=b.pageX-this.domElement.offsetLeft-this.viewHalfX,this.mouseY= b.pageY-this.domElement.offsetTop-this.viewHalfY)};this.onKeyDown=function(b){switch(b.keyCode){case 38:case 87:this.moveForward=!0;break;case 37:case 65:this.moveLeft=!0;break;case 40:case 83:this.moveBackward=!0;break;case 39:case 68:this.moveRight=!0;break;case 82:this.moveUp=!0;break;case 70:this.moveDown=!0;break;case 81:this.freeze=!this.freeze}};this.onKeyUp=function(b){switch(b.keyCode){case 38:case 87:this.moveForward=!1;break;case 37:case 65:this.moveLeft=!1;break;case 40:case 83:this.moveBackward= @@ -445,14 +446,14 @@ this.verticalMin)/(Math.PI-0)+this.verticalMin;b=this.target;c=this.object.posit e(this,this.onMouseUp),!1);this.domElement.addEventListener("keydown",e(this,this.onKeyDown),!1);this.domElement.addEventListener("keyup",e(this,this.onKeyUp),!1)}; THREE.PathControls=function(b,c){function e(b){if((b*=2)<1)return 0.5*b*b;return-0.5*(--b*(b-2)-1)}function f(b,e){return function(){e.apply(b,arguments)}}function h(b,e,c,f){var h={name:c,fps:0.6,length:f,hierarchy:[]},k,m=e.getControlPointsArray(),n=e.getLength(),y=m.length,E=0;k=y-1;e={parent:-1,keys:[]};e.keys[0]={time:0,pos:m[0],rot:[0,0,0,1],scl:[1,1,1]};e.keys[k]={time:f,pos:m[k],rot:[0,0,0,1],scl:[1,1,1]};for(k=1;k=0?b:b+m;b=this.verticalAngleMap.srcRange; c=this.verticalAngleMap.dstRange;var f=c[1]-c[0];this.phi=e(((this.phi-b[0])*(c[1]-c[0])/(b[1]-b[0])+c[0]-c[0])/f)*f+c[0];b=this.horizontalAngleMap.srcRange;c=this.horizontalAngleMap.dstRange;f=c[1]-c[0];this.theta=e(((this.theta-b[0])*(c[1]-c[0])/(b[1]-b[0])+c[0]-c[0])/f)*f+c[0];b=this.target.position;b.x=100*Math.sin(this.phi)*Math.cos(this.theta);b.y=100*Math.cos(this.phi);b.z=100*Math.sin(this.phi)*Math.sin(this.theta);this.object.lookAt(this.target.position)};this.onMouseMove=function(b){this.domElement=== document?(this.mouseX=b.pageX-this.viewHalfX,this.mouseY=b.pageY-this.viewHalfY):(this.mouseX=b.pageX-this.domElement.offsetLeft-this.viewHalfX,this.mouseY=b.pageY-this.domElement.offsetTop-this.viewHalfY)};this.init=function(){this.spline=new THREE.Spline;this.spline.initFromArray(this.waypoints);this.useConstantSpeed&&this.spline.reparametrizeByArcLength(this.resamplingCoef);if(this.createDebugDummy){var b=new THREE.MeshLambertMaterial({color:30719}),e=new THREE.MeshLambertMaterial({color:65280}), c=new THREE.CubeGeometry(10,10,20),m=new THREE.CubeGeometry(2,2,10);this.animationParent=new THREE.Mesh(c,b);b=new THREE.Mesh(m,e);b.position.set(0,10,0);this.animation=h(this.animationParent,this.spline,this.id,this.duration);this.animationParent.add(this.object);this.animationParent.add(this.target);this.animationParent.add(b)}else this.animation=h(this.animationParent,this.spline,this.id,this.duration),this.animationParent.add(this.target),this.animationParent.add(this.object);if(this.createDebugPath){var b= this.debugPath,e=this.spline,c=k(e,10),m=k(e,10),n=new THREE.LineBasicMaterial({color:16711680,linewidth:3});lineObj=new THREE.Line(c,n);particleObj=new THREE.ParticleSystem(m,new THREE.ParticleBasicMaterial({color:16755200,size:3}));lineObj.scale.set(1,1,1);b.add(lineObj);particleObj.scale.set(1,1,1);b.add(particleObj);m=new THREE.SphereGeometry(1,16,8);n=new THREE.MeshBasicMaterial({color:65280});for(i=0;i=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var e=Math.acos(f),g=Math.sqrt(1-f*f);if(Math.abs(g)<0.001)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;f=Math.sin((1-d)*e)/g;d=Math.sin(d*e)/g;c.w=a.w*f+b.w*d;c.x=a.x*f+b.x*d;c.y=a.y*f+b.y*d;c.z=a.z*f+b.z*d;return c}; +c-g*d-h*f;b.x=k*l+c*-e+o*-h-i*-g;b.y=o*l+c*-g+i*-e-k*-h;b.z=i*l+c*-h+k*-g-o*-e;return b}};THREE.Quaternion.slerp=function(a,b,c,d){var f=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(f)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var e=Math.acos(f),g=Math.sqrt(1-f*f);if(Math.abs(g)<0.0010)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;f=Math.sin((1-d)*e)/g;d=Math.sin(d*e)/g;c.w=a.w*f+b.w*d;c.x=a.x*f+b.x*d;c.y=a.y*f+b.y*d;c.z=a.z*f+b.z*d;return c}; THREE.Vertex=function(a){this.position=a||new THREE.Vector3};THREE.Face3=function(a,b,c,d,f,e){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materials=e instanceof Array?e:[e];this.centroid=new THREE.Vector3}; THREE.Face4=function(a,b,c,d,f,e,g){this.a=a;this.b=b;this.c=c;this.d=d;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materials=g instanceof Array?g:[g];this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.u=a||0;this.v=b||0}; THREE.UV.prototype={constructor:THREE.UV,set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.u=a.u;this.v=a.v;return this},clone:function(){return new THREE.UV(this.u,this.v)}};THREE.Geometry=function(){this.id=THREE.GeometryCount++;this.vertices=[];this.colors=[];this.faces=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.dynamic=this.hasTangents=!1}; diff --git a/build/custom/ThreeDOM.js b/build/custom/ThreeDOM.js index 6d5477c09e..602a820289 100644 --- a/build/custom/ThreeDOM.js +++ b/build/custom/ThreeDOM.js @@ -69,7 +69,7 @@ THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){t this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=Math.pow(a.determinant(),1/3);this.w=Math.sqrt(Math.max(0,b+a.n11+a.n22+a.n33))/2;this.x=Math.sqrt(Math.max(0,b+a.n11-a.n22-a.n33))/2;this.y=Math.sqrt(Math.max(0,b-a.n11+a.n22-a.n33))/2;this.z=Math.sqrt(Math.max(0,b-a.n11-a.n22+a.n33))/2;this.x=a.n32-a.n23<0?-Math.abs(this.x):Math.abs(this.x);this.y=a.n13-a.n31<0?-Math.abs(this.y):Math.abs(this.y);this.z=a.n21-a.n12<0?-Math.abs(this.z):Math.abs(this.z); this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);a==0?this.w=this.z=this.y=this.x=0:(a=1/a,this.x*=a,this.y*=a,this.z*=a,this.w*=a);return this},multiplySelf:function(a){var b= this.x,c=this.y,d=this.z,e=this.w,g=a.x,f=a.y,h=a.z,a=a.w;this.x=b*a+e*g+c*h-d*f;this.y=c*a+e*f+d*g-b*h;this.z=d*a+e*h+b*f-c*g;this.w=e*a-b*g-c*f-d*h;return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,g=this.x,f=this.y,h=this.z,j=this.w,i=j*c+f*e-h*d,k=j*d+h*c-g*e,l=j*e+g*d-f*c,c=-g* -c-f*d-h*e;b.x=i*j+c*-g+k*-h-l*-f;b.y=k*j+c*-f+l*-g-i*-h;b.z=l*j+c*-h+i*-f-k*-g;return b}};THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(e)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var g=Math.acos(e),f=Math.sqrt(1-e*e);if(Math.abs(f)<0.001)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;e=Math.sin((1-d)*g)/f;d=Math.sin(d*g)/f;c.w=a.w*e+b.w*d;c.x=a.x*e+b.x*d;c.y=a.y*e+b.y*d;c.z=a.z*e+b.z*d;return c}; +c-f*d-h*e;b.x=i*j+c*-g+k*-h-l*-f;b.y=k*j+c*-f+l*-g-i*-h;b.z=l*j+c*-h+i*-f-k*-g;return b}};THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(e)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var g=Math.acos(e),f=Math.sqrt(1-e*e);if(Math.abs(f)<0.0010)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;e=Math.sin((1-d)*g)/f;d=Math.sin(d*g)/f;c.w=a.w*e+b.w*d;c.x=a.x*e+b.x*d;c.y=a.y*e+b.y*d;c.z=a.z*e+b.z*d;return c}; THREE.Vertex=function(a){this.position=a||new THREE.Vector3};THREE.Face3=function(a,b,c,d,e,g){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materials=g instanceof Array?g:[g];this.centroid=new THREE.Vector3}; THREE.Face4=function(a,b,c,d,e,g,f){this.a=a;this.b=b;this.c=c;this.d=d;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=f instanceof Array?f:[f];this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.u=a||0;this.v=b||0}; THREE.UV.prototype={constructor:THREE.UV,set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.u=a.u;this.v=a.v;return this},clone:function(){return new THREE.UV(this.u,this.v)}};THREE.Camera=function(){THREE.Object3D.call(this);arguments.length&&console.warn("DEPRECATED: Camera() is now PerspectiveCamera().");this.matrixWorldInverse=new THREE.Matrix4;this.projectionMatrix=new THREE.Matrix4};THREE.Camera.prototype=new THREE.Object3D;THREE.Camera.prototype.constructor=THREE.Camera; diff --git a/build/custom/ThreeExtras.js b/build/custom/ThreeExtras.js index 5404b97edd..7fcec6a66c 100644 --- a/build/custom/ThreeExtras.js +++ b/build/custom/ThreeExtras.js @@ -16,11 +16,12 @@ p.push([1,0,k[(o*e+v)*4]/255*b]);p.push([1,1,k[(u*e+v)*4]/255*b]);p.push([0,1,k[ 255|0;m[z+2]=p[2]*255|0;m[z+3]=255}f.putImageData(l,0,0);return h}};THREE.SceneUtils={showHierarchy:function(a,b){THREE.SceneUtils.traverseHierarchy(a,function(a){a.visible=b})},traverseHierarchy:function(a,b){var c,e,g=a.children.length;for(e=0;e 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", -THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse )\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\nif( enableAO )\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( vTangent, vBinormal, vNormal );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * totalDiffuse + totalSpecular + ambientLightColor * uAmbientColor;", -THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:"attribute vec4 tangent;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvViewPosition = -mvPosition.xyz;\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvBinormal = normalize( vBinormal );\nvUv = uv;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif\n}"}, -cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );\n}"}}}; +normal:{uniforms:THREE.UniformsUtils.merge([THREE.UniformsLib.fog,THREE.UniformsLib.lights,THREE.UniformsLib.shadowmap,{enableAO:{type:"i",value:0},enableDiffuse:{type:"i",value:0},enableSpecular:{type:"i",value:0},tDiffuse:{type:"t",value:0,texture:null},tNormal:{type:"t",value:2,texture:null},tSpecular:{type:"t",value:3,texture:null},tAO:{type:"t",value:4,texture:null},uNormalScale:{type:"f",value:1},tDisplacement:{type:"t",value:5,texture:null},uDisplacementBias:{type:"f",value:0},uDisplacementScale:{type:"f", +value:1},uDiffuseColor:{type:"c",value:new THREE.Color(15658734)},uSpecularColor:{type:"c",value:new THREE.Color(1118481)},uAmbientColor:{type:"c",value:new THREE.Color(328965)},uShininess:{type:"f",value:30},uOpacity:{type:"f",value:1}}]),fragmentShader:["uniform vec3 uAmbientColor;\nuniform vec3 uDiffuseColor;\nuniform vec3 uSpecularColor;\nuniform float uShininess;\nuniform float uOpacity;\nuniform bool enableDiffuse;\nuniform bool enableSpecular;\nuniform bool enableAO;\nuniform sampler2D tDiffuse;\nuniform sampler2D tNormal;\nuniform sampler2D tSpecular;\nuniform sampler2D tAO;\nuniform float uNormalScale;\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_fragment,THREE.ShaderChunk.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( vec3( 1.0 ), uOpacity );\nvec3 specularTex = vec3( 1.0 );\nvec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;\nnormalTex.xy *= uNormalScale;\nnormalTex = normalize( normalTex );\nif( enableDiffuse )\ngl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );\nif( enableAO )\ngl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;\nif( enableSpecular )\nspecularTex = texture2D( tSpecular, vUv ).xyz;\nmat3 tsb = mat3( vTangent, vBinormal, vNormal );\nvec3 finalNormal = tsb * normalTex;\nvec3 normal = normalize( finalNormal );\nvec3 viewPosition = normalize( vViewPosition );\n#if MAX_POINT_LIGHTS > 0\nvec3 pointDiffuse = vec3( 0.0 );\nvec3 pointSpecular = vec3( 0.0 );\nfor ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\nvec3 pointVector = normalize( vPointLight[ i ].xyz );\nvec3 pointHalfVector = normalize( vPointLight[ i ].xyz + viewPosition );\nfloat pointDistance = vPointLight[ i ].w;\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = specularTex.r * pow( pointDotNormalHalf, uShininess );\npointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;\npointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec3 dirDiffuse = vec3( 0.0 );\nvec3 dirSpecular = vec3( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + viewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = specularTex.r * pow( dirDotNormalHalf, uShininess );\ndirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;\ndirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight;\n}\n#endif\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n#if MAX_DIR_LIGHTS > 0\ntotalDiffuse += dirDiffuse;\ntotalSpecular += dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalDiffuse += pointDiffuse;\ntotalSpecular += pointSpecular;\n#endif\ngl_FragColor.xyz = gl_FragColor.xyz * totalDiffuse + totalSpecular + ambientLightColor * uAmbientColor;", +THREE.ShaderChunk.shadowmap_fragment,THREE.ShaderChunk.fog_fragment,"}"].join("\n"),vertexShader:["attribute vec4 tangent;\n#ifdef VERTEX_TEXTURES\nuniform sampler2D tDisplacement;\nuniform float uDisplacementScale;\nuniform float uDisplacementBias;\n#endif\nvarying vec3 vTangent;\nvarying vec3 vBinormal;\nvarying vec3 vNormal;\nvarying vec2 vUv;\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\nuniform float pointLightDistance[ MAX_POINT_LIGHTS ];\nvarying vec4 vPointLight[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;", +THREE.ShaderChunk.shadowmap_pars_vertex,"void main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvViewPosition = -mvPosition.xyz;\nvNormal = normalize( normalMatrix * normal );\nvTangent = normalize( normalMatrix * tangent.xyz );\nvBinormal = cross( vNormal, vTangent ) * tangent.w;\nvBinormal = normalize( vBinormal );\nvUv = uv;\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 lVector = lPosition.xyz - mvPosition.xyz;\nfloat lDistance = 1.0;\nif ( pointLightDistance[ i ] > 0.0 )\nlDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\nlVector = normalize( lVector );\nvPointLight[ i ] = vec4( lVector, lDistance );\n}\n#endif\n#ifdef VERTEX_TEXTURES\nvec3 dv = texture2D( tDisplacement, uv ).xyz;\nfloat df = uDisplacementScale * dv.x + uDisplacementBias;\nvec4 displacedPosition = vec4( vNormal.xyz * df, 0.0 ) + mvPosition;\ngl_Position = projectionMatrix * displacedPosition;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif", +THREE.ShaderChunk.shadowmap_vertex,"}"].join("\n")},cube:{uniforms:{tCube:{type:"t",value:1,texture:null}},vertexShader:"varying vec3 vViewPosition;\nvoid main() {\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"uniform samplerCube tCube;\nvarying vec3 vViewPosition;\nvoid main() {\nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( - wPos.x, wPos.yz ) );\n}"}}}; THREE.Curve=function(){};THREE.Curve.prototype.getPoint=function(){console.log("Warning, getPoint() not implemented!");return null};THREE.Curve.prototype.getPointAt=function(a){return this.getPoint(this.getUtoTmapping(a))};THREE.Curve.prototype.getPoints=function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPoint(b/a));return c};THREE.Curve.prototype.getSpacedPoints=function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPointAt(b/a));return c}; THREE.Curve.prototype.getLength=function(){var a=this.getLengths();return a[a.length-1]};THREE.Curve.prototype.getLengths=function(a){a||(a=200);if(this.cacheArcLengths&&this.cacheArcLengths.length==a+1)return this.cacheArcLengths;var b=[],c,e=this.getPoint(0),g,h=0;b.push(0);for(g=1;g<=a;g++)c=this.getPoint(g/a),h+=c.distanceTo(e),b.push(h),e=c;return this.cacheArcLengths=b}; THREE.Curve.prototype.getUtoTmapping=function(a,b){var c=this.getLengths(),e=0,g=c.length,h;h=b?b:a*c[g-1];time=Date.now();for(var f=0,k=g-1,l;f<=k;)if(e=Math.floor(f+(k-f)/2),l=c[e]-h,l<0)f=e+1;else if(l>0)k=e-1;else{k=e;break}e=k;if(c[e]==h)return e/(g-1);f=c[e];return c=(e+(h-f)/(c[e+1]-f))/(g-1)};THREE.Curve.prototype.getNormalVector=function(a){a=this.getTangent(a);return new THREE.Vector2(-a.y,a.x)}; @@ -92,7 +93,7 @@ this.cameraNX,b);c.scale.y=1;c.position.y=0;c.updateMatrix();c.scale.x=-1;c.upda THREE.PathCamera=function(){console.warn("DEPRECATED: PathCamera() is PathControls().")};THREE.FlyCamera=function(){console.warn("DEPRECATED: FlyCamera() is FlyControls().")};THREE.RollCamera=function(){console.warn("DEPRECATED: RollCamera() is RollControls().")};THREE.TrackballCamera=function(){console.warn("DEPRECATED: TrackballCamera() is TrackballControls().")}; THREE.CombinedCamera=function(a,b,c,e,g,h,f){THREE.Camera.call(this);this.cameraO=new THREE.OrthographicCamera(a/-2,a/2,b/2,b/-2,h,f);this.cameraP=new THREE.PerspectiveCamera(c,a/b,e,g);this.toPerspective()};THREE.CombinedCamera.prototype=new THREE.Camera;THREE.CombinedCamera.prototype.constructor=THREE.CoolCamera;THREE.CombinedCamera.prototype.toPerspective=function(){this.near=this.cameraP.near;this.far=this.cameraP.far;this.projectionMatrix=this.cameraP.projectionMatrix}; THREE.CombinedCamera.prototype.toOrthographic=function(){this.near=this.cameraO.near;this.far=this.cameraO.far;this.projectionMatrix=this.cameraO.projectionMatrix};THREE.CombinedCamera.prototype.setFov=function(a){this.cameraP.fov=a;this.cameraP.updateProjectionMatrix();this.toPerspective()};THREE.CombinedCamera.prototype.setLens=function(a,b){b||(b=43.25);var c=2*Math.atan(b/(a*2));c*=180/Math.PI;this.setFov(c);return c}; -THREE.FirstPersonControls=function(a,b){function c(a,c){return function(){c.apply(a,arguments)}}this.object=a;this.target=new THREE.Vector3(0,0,0);this.domElement=b!==void 0?b:document;this.movementSpeed=1;this.lookSpeed=0.005;this.noFly=!1;this.lookVertical=!0;this.autoForward=!1;this.activeLook=!0;this.heightSpeed=!1;this.heightCoef=1;this.heightMin=0;this.constrainVertical=!1;this.verticalMin=0;this.verticalMax=Math.PI;this.lastUpdate=(new Date).getTime();this.theta=this.phi=this.lon=this.lat= +THREE.FirstPersonControls=function(a,b){function c(a,c){return function(){c.apply(a,arguments)}}this.object=a;this.target=new THREE.Vector3(0,0,0);this.domElement=b!==void 0?b:document;this.movementSpeed=1;this.lookSpeed=0.0050;this.noFly=!1;this.lookVertical=!0;this.autoForward=!1;this.activeLook=!0;this.heightSpeed=!1;this.heightCoef=1;this.heightMin=0;this.constrainVertical=!1;this.verticalMin=0;this.verticalMax=Math.PI;this.lastUpdate=(new Date).getTime();this.theta=this.phi=this.lon=this.lat= this.mouseY=this.mouseX=this.autoSpeedFactor=this.tdiff=0;this.mouseDragOn=this.freeze=this.moveRight=this.moveLeft=this.moveBackward=this.moveForward=!1;this.domElement===document?(this.viewHalfX=window.innerWidth/2,this.viewHalfY=window.innerHeight/2):(this.viewHalfX=this.domElement.offsetWidth/2,this.viewHalfY=this.domElement.offsetHeight/2,this.domElement.setAttribute("tabindex",-1));this.onMouseDown=function(a){this.domElement!==document&&this.domElement.focus();a.preventDefault();a.stopPropagation(); if(this.activeLook)switch(a.button){case 0:this.moveForward=!0;break;case 2:this.moveBackward=!0}this.mouseDragOn=!0};this.onMouseUp=function(a){a.preventDefault();a.stopPropagation();if(this.activeLook)switch(a.button){case 0:this.moveForward=!1;break;case 2:this.moveBackward=!1}this.mouseDragOn=!1};this.onMouseMove=function(a){this.domElement===document?(this.mouseX=a.pageX-this.viewHalfX,this.mouseY=a.pageY-this.viewHalfY):(this.mouseX=a.pageX-this.domElement.offsetLeft-this.viewHalfX,this.mouseY= a.pageY-this.domElement.offsetTop-this.viewHalfY)};this.onKeyDown=function(a){switch(a.keyCode){case 38:case 87:this.moveForward=!0;break;case 37:case 65:this.moveLeft=!0;break;case 40:case 83:this.moveBackward=!0;break;case 39:case 68:this.moveRight=!0;break;case 82:this.moveUp=!0;break;case 70:this.moveDown=!0;break;case 81:this.freeze=!this.freeze}};this.onKeyUp=function(a){switch(a.keyCode){case 38:case 87:this.moveForward=!1;break;case 37:case 65:this.moveLeft=!1;break;case 40:case 83:this.moveBackward= @@ -103,14 +104,14 @@ this.verticalMin)/(Math.PI-0)+this.verticalMin;a=this.target;b=this.object.posit c(this,this.onMouseUp),!1);this.domElement.addEventListener("keydown",c(this,this.onKeyDown),!1);this.domElement.addEventListener("keyup",c(this,this.onKeyUp),!1)}; THREE.PathControls=function(a,b){function c(a){if((a*=2)<1)return 0.5*a*a;return-0.5*(--a*(a-2)-1)}function e(a,c){return function(){c.apply(a,arguments)}}function g(a,c,b,e){var f={name:b,fps:0.6,length:e,hierarchy:[]},h,g=c.getControlPointsArray(),k=c.getLength(),p=g.length,z=0;h=p-1;c={parent:-1,keys:[]};c.keys[0]={time:0,pos:g[0],rot:[0,0,0,1],scl:[1,1,1]};c.keys[h]={time:e,pos:g[h],rot:[0,0,0,1],scl:[1,1,1]};for(h=1;h=0?a:a+f;a=this.verticalAngleMap.srcRange; b=this.verticalAngleMap.dstRange;var e=b[1]-b[0];this.phi=c(((this.phi-a[0])*(b[1]-b[0])/(a[1]-a[0])+b[0]-b[0])/e)*e+b[0];a=this.horizontalAngleMap.srcRange;b=this.horizontalAngleMap.dstRange;e=b[1]-b[0];this.theta=c(((this.theta-a[0])*(b[1]-b[0])/(a[1]-a[0])+b[0]-b[0])/e)*e+b[0];a=this.target.position;a.x=100*Math.sin(this.phi)*Math.cos(this.theta);a.y=100*Math.cos(this.phi);a.z=100*Math.sin(this.phi)*Math.sin(this.theta);this.object.lookAt(this.target.position)};this.onMouseMove=function(a){this.domElement=== document?(this.mouseX=a.pageX-this.viewHalfX,this.mouseY=a.pageY-this.viewHalfY):(this.mouseX=a.pageX-this.domElement.offsetLeft-this.viewHalfX,this.mouseY=a.pageY-this.domElement.offsetTop-this.viewHalfY)};this.init=function(){this.spline=new THREE.Spline;this.spline.initFromArray(this.waypoints);this.useConstantSpeed&&this.spline.reparametrizeByArcLength(this.resamplingCoef);if(this.createDebugDummy){var a=new THREE.MeshLambertMaterial({color:30719}),c=new THREE.MeshLambertMaterial({color:65280}), b=new THREE.CubeGeometry(10,10,20),f=new THREE.CubeGeometry(2,2,10);this.animationParent=new THREE.Mesh(b,a);a=new THREE.Mesh(f,c);a.position.set(0,10,0);this.animation=g(this.animationParent,this.spline,this.id,this.duration);this.animationParent.add(this.object);this.animationParent.add(this.target);this.animationParent.add(a)}else this.animation=g(this.animationParent,this.spline,this.id,this.duration),this.animationParent.add(this.target),this.animationParent.add(this.object);if(this.createDebugPath){var a= this.debugPath,c=this.spline,b=h(c,10),f=h(c,10),k=new THREE.LineBasicMaterial({color:16711680,linewidth:3});lineObj=new THREE.Line(b,k);particleObj=new THREE.ParticleSystem(f,new THREE.ParticleBasicMaterial({color:16755200,size:3}));lineObj.scale.set(1,1,1);a.add(lineObj);particleObj.scale.set(1,1,1);a.add(particleObj);f=new THREE.SphereGeometry(1,16,8);k=new THREE.MeshBasicMaterial({color:65280});for(i=0;i=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var e=Math.acos(f),g=Math.sqrt(1-f*f);if(Math.abs(g)<0.001)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;f=Math.sin((1-d)*e)/g;d=Math.sin(d*e)/g;c.w=a.w*f+b.w*d;c.x=a.x*f+b.x*d;c.y=a.y*f+b.y*d;c.z=a.z*f+b.z*d;return c}; +c-g*d-i*f;b.x=h*k+c*-e+l*-i-j*-g;b.y=l*k+c*-g+j*-e-h*-i;b.z=j*k+c*-i+h*-g-l*-e;return b}};THREE.Quaternion.slerp=function(a,b,c,d){var f=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(Math.abs(f)>=1)return c.w=a.w,c.x=a.x,c.y=a.y,c.z=a.z,c;var e=Math.acos(f),g=Math.sqrt(1-f*f);if(Math.abs(g)<0.0010)return c.w=0.5*(a.w+b.w),c.x=0.5*(a.x+b.x),c.y=0.5*(a.y+b.y),c.z=0.5*(a.z+b.z),c;f=Math.sin((1-d)*e)/g;d=Math.sin(d*e)/g;c.w=a.w*f+b.w*d;c.x=a.x*f+b.x*d;c.y=a.y*f+b.y*d;c.z=a.z*f+b.z*d;return c}; THREE.Vertex=function(a){this.position=a||new THREE.Vector3};THREE.Face3=function(a,b,c,d,f,e){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=f instanceof THREE.Color?f:new THREE.Color;this.vertexColors=f instanceof Array?f:[];this.vertexTangents=[];this.materials=e instanceof Array?e:[e];this.centroid=new THREE.Vector3}; THREE.Face4=function(a,b,c,d,f,e,g){this.a=a;this.b=b;this.c=c;this.d=d;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materials=g instanceof Array?g:[g];this.centroid=new THREE.Vector3};THREE.UV=function(a,b){this.u=a||0;this.v=b||0}; THREE.UV.prototype={constructor:THREE.UV,set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.u=a.u;this.v=a.v;return this},clone:function(){return new THREE.UV(this.u,this.v)}};THREE.Geometry=function(){this.id=THREE.GeometryCount++;this.vertices=[];this.colors=[];this.faces=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.dynamic=this.hasTangents=!1}; diff --git a/build/custom/ThreeWebGL.js b/build/custom/ThreeWebGL.js index acca1dc237..8df03f8381 100644 --- a/build/custom/ThreeWebGL.js +++ b/build/custom/ThreeWebGL.js @@ -69,7 +69,7 @@ THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(b,c,d,f){t this.x=b.x*f;this.y=b.y*f;this.z=b.z*f;this.w=Math.cos(d);return this},setFromRotationMatrix:function(b){var c=Math.pow(b.determinant(),1/3);this.w=Math.sqrt(Math.max(0,c+b.n11+b.n22+b.n33))/2;this.x=Math.sqrt(Math.max(0,c+b.n11-b.n22-b.n33))/2;this.y=Math.sqrt(Math.max(0,c-b.n11+b.n22-b.n33))/2;this.z=Math.sqrt(Math.max(0,c-b.n11-b.n22+b.n33))/2;this.x=b.n32-b.n23<0?-Math.abs(this.x):Math.abs(this.x);this.y=b.n13-b.n31<0?-Math.abs(this.y):Math.abs(this.y);this.z=b.n21-b.n12<0?-Math.abs(this.z):Math.abs(this.z); this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*=-1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var b=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);b==0?this.w=this.z=this.y=this.x=0:(b=1/b,this.x*=b,this.y*=b,this.z*=b,this.w*=b);return this},multiplySelf:function(b){var c= this.x,d=this.y,f=this.z,i=this.w,h=b.x,j=b.y,k=b.z,b=b.w;this.x=c*b+i*h+d*k-f*j;this.y=d*b+i*j+f*h-c*k;this.z=f*b+i*k+c*j-d*h;this.w=i*b-c*h-d*j-f*k;return this},multiply:function(b,c){this.x=b.x*c.w+b.y*c.z-b.z*c.y+b.w*c.x;this.y=-b.x*c.z+b.y*c.w+b.z*c.x+b.w*c.y;this.z=b.x*c.y-b.y*c.x+b.z*c.w+b.w*c.z;this.w=-b.x*c.x-b.y*c.y-b.z*c.z+b.w*c.w;return this},multiplyVector3:function(b,c){c||(c=b);var d=b.x,f=b.y,i=b.z,h=this.x,j=this.y,k=this.z,p=this.w,o=p*d+j*i-k*f,q=p*f+k*d-h*i,m=p*i+h*f-j*d,d=-h* -d-j*f-k*i;c.x=o*p+d*-h+q*-k-m*-j;c.y=q*p+d*-j+m*-h-o*-k;c.z=m*p+d*-k+o*-j-q*-h;return c}};THREE.Quaternion.slerp=function(b,c,d,f){var i=b.w*c.w+b.x*c.x+b.y*c.y+b.z*c.z;if(Math.abs(i)>=1)return d.w=b.w,d.x=b.x,d.y=b.y,d.z=b.z,d;var h=Math.acos(i),j=Math.sqrt(1-i*i);if(Math.abs(j)<0.001)return d.w=0.5*(b.w+c.w),d.x=0.5*(b.x+c.x),d.y=0.5*(b.y+c.y),d.z=0.5*(b.z+c.z),d;i=Math.sin((1-f)*h)/j;f=Math.sin(f*h)/j;d.w=b.w*i+c.w*f;d.x=b.x*i+c.x*f;d.y=b.y*i+c.y*f;d.z=b.z*i+c.z*f;return d}; +d-j*f-k*i;c.x=o*p+d*-h+q*-k-m*-j;c.y=q*p+d*-j+m*-h-o*-k;c.z=m*p+d*-k+o*-j-q*-h;return c}};THREE.Quaternion.slerp=function(b,c,d,f){var i=b.w*c.w+b.x*c.x+b.y*c.y+b.z*c.z;if(Math.abs(i)>=1)return d.w=b.w,d.x=b.x,d.y=b.y,d.z=b.z,d;var h=Math.acos(i),j=Math.sqrt(1-i*i);if(Math.abs(j)<0.0010)return d.w=0.5*(b.w+c.w),d.x=0.5*(b.x+c.x),d.y=0.5*(b.y+c.y),d.z=0.5*(b.z+c.z),d;i=Math.sin((1-f)*h)/j;f=Math.sin(f*h)/j;d.w=b.w*i+c.w*f;d.x=b.x*i+c.x*f;d.y=b.y*i+c.y*f;d.z=b.z*i+c.z*f;return d}; THREE.Vertex=function(b){this.position=b||new THREE.Vector3};THREE.Face3=function(b,c,d,f,i,h){this.a=b;this.b=c;this.c=d;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=i instanceof THREE.Color?i:new THREE.Color;this.vertexColors=i instanceof Array?i:[];this.vertexTangents=[];this.materials=h instanceof Array?h:[h];this.centroid=new THREE.Vector3}; THREE.Face4=function(b,c,d,f,i,h,j){this.a=b;this.b=c;this.c=d;this.d=f;this.normal=i instanceof THREE.Vector3?i:new THREE.Vector3;this.vertexNormals=i instanceof Array?i:[];this.color=h instanceof THREE.Color?h:new THREE.Color;this.vertexColors=h instanceof Array?h:[];this.vertexTangents=[];this.materials=j instanceof Array?j:[j];this.centroid=new THREE.Vector3};THREE.UV=function(b,c){this.u=b||0;this.v=c||0}; THREE.UV.prototype={constructor:THREE.UV,set:function(b,c){this.u=b;this.v=c;return this},copy:function(b){this.u=b.u;this.v=b.v;return this},clone:function(){return new THREE.UV(this.u,this.v)}};THREE.Geometry=function(){this.id=THREE.GeometryCount++;this.vertices=[];this.colors=[];this.faces=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.morphColors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.dynamic=this.hasTangents=!1}; diff --git a/src/extras/ShaderUtils.js b/src/extras/ShaderUtils.js index fa1dbfe235..1dc21ef9b4 100644 --- a/src/extras/ShaderUtils.js +++ b/src/extras/ShaderUtils.js @@ -104,6 +104,7 @@ THREE.ShaderUtils = { THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], { @@ -170,6 +171,7 @@ THREE.ShaderUtils = { "varying vec3 vViewPosition;", + THREE.ShaderChunk[ "shadowmap_pars_fragment" ], THREE.ShaderChunk[ "fog_pars_fragment" ], "void main() {", @@ -273,6 +275,7 @@ THREE.ShaderUtils = { "gl_FragColor.xyz = gl_FragColor.xyz * totalDiffuse + totalSpecular + ambientLightColor * uAmbientColor;", + THREE.ShaderChunk[ "shadowmap_fragment" ], THREE.ShaderChunk[ "fog_fragment" ], "}" @@ -307,6 +310,8 @@ THREE.ShaderUtils = { "varying vec3 vViewPosition;", + THREE.ShaderChunk[ "shadowmap_pars_vertex" ], + "void main() {", "vec4 mPosition = objectMatrix * vec4( position, 1.0 );", @@ -364,6 +369,8 @@ THREE.ShaderUtils = { "#endif", + THREE.ShaderChunk[ "shadowmap_vertex" ], + "}" ].join("\n") -- GitLab