提交 8e5279ea 编写于 作者: T Takahiro

Rename toonMap with gradientMap

上级 c6f7ce7e
......@@ -2399,8 +2399,8 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
var toonFileName = ( p2.toonIndex === -1 ) ? 'toon00.bmp' : model.toonTextures[ p2.toonIndex ].fileName;
var uuid = loadTexture( toonFileName, { isToonTexture: true, defaultTexturePath: isDefaultToonTexture( toonFileName ) } );
m.toonMap = getTexture( uuid, textures );
m.toonMapDirectionY = true;
m.gradientMap = getTexture( uuid, textures );
m.gradientMapAxisY = true;
} else {
......@@ -2428,8 +2428,8 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress
}
var uuid = loadTexture( toonFileName, { isToonTexture: true, defaultTexturePath: isDefaultToon } );
m.toonMap = getTexture( uuid, textures );
m.toonMapDirectionY = true;
m.gradientMap = getTexture( uuid, textures );
m.gradientMapAxisY = true;
}
......
......@@ -140,8 +140,8 @@ Object.assign( MaterialLoader.prototype, {
if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;
if ( json.toonMap !== undefined ) material.toonMap = getTexture( json.toonMap );
if ( json.toonMapDirectionY !== undefined ) material.toonMapDirectionY = json.toonMapDirectionY;
if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );
if ( json.gradientMapAxisY !== undefined ) material.gradientMapAxisY = json.gradientMapAxisY;
// MultiMaterial
......
......@@ -198,10 +198,10 @@ Material.prototype = {
}
if ( this.toonMap && this.toonMap.isTexture ) {
if ( this.gradientMap && this.gradientMap.isTexture ) {
data.toonMap = this.toonMap.toJSON( meta ).uuid;
data.toonMapDirectionY = this.toonMapDirectionY;
data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
data.gradientMapAxisY = this.gradientMapAxisY;
}
......
......@@ -44,8 +44,8 @@ import { Color } from '../math/Color';
* reflectivity: <float>,
* refractionRatio: <float>,
*
* toonMap: new THREE.Texture( <Image> ),
* toonMapDirectonY: <bool>,
* gradientMap: new THREE.Texture( <Image> ),
* gradientMapAxisY: <bool>,
*
* wireframe: <boolean>,
* wireframeLinewidth: <float>,
......@@ -97,8 +97,8 @@ function MeshPhongMaterial( parameters ) {
this.reflectivity = 1;
this.refractionRatio = 0.98;
this.toonMap = null;
this.toonMapDirectionY = false;
this.gradientMap = null;
this.gradientMapAxisY = false;
this.wireframe = false;
this.wireframeLinewidth = 1;
......
......@@ -2183,9 +2183,9 @@ function WebGLRenderer( parameters ) {
}
if ( material.toonMap ) {
if ( material.gradientMap ) {
uniforms.toonMap.value = material.toonMap;
uniforms.gradientMap.value = material.gradientMap;
}
......
......@@ -30,6 +30,7 @@ import envmap_pars_vertex from './ShaderChunk/envmap_pars_vertex.glsl';
import envmap_vertex from './ShaderChunk/envmap_vertex.glsl';
import fog_fragment from './ShaderChunk/fog_fragment.glsl';
import fog_pars_fragment from './ShaderChunk/fog_pars_fragment.glsl';
import gradientmap_pars_fragment from './ShaderChunk/gradientmap_pars_fragment.glsl';
import lightmap_fragment from './ShaderChunk/lightmap_fragment.glsl';
import lightmap_pars_fragment from './ShaderChunk/lightmap_pars_fragment.glsl';
import lights_lambert_vertex from './ShaderChunk/lights_lambert_vertex.glsl';
......@@ -72,7 +73,6 @@ import specularmap_fragment from './ShaderChunk/specularmap_fragment.glsl';
import specularmap_pars_fragment from './ShaderChunk/specularmap_pars_fragment.glsl';
import tonemapping_fragment from './ShaderChunk/tonemapping_fragment.glsl';
import tonemapping_pars_fragment from './ShaderChunk/tonemapping_pars_fragment.glsl';
import toonmap_pars_fragment from './ShaderChunk/toonmap_pars_fragment.glsl';
import uv_pars_fragment from './ShaderChunk/uv_pars_fragment.glsl';
import uv_pars_vertex from './ShaderChunk/uv_pars_vertex.glsl';
import uv_vertex from './ShaderChunk/uv_vertex.glsl';
......@@ -139,6 +139,7 @@ export var ShaderChunk = {
envmap_vertex: envmap_vertex,
fog_fragment: fog_fragment,
fog_pars_fragment: fog_pars_fragment,
gradientmap_pars_fragment: gradientmap_pars_fragment,
lightmap_fragment: lightmap_fragment,
lightmap_pars_fragment: lightmap_pars_fragment,
lights_lambert_vertex: lights_lambert_vertex,
......@@ -181,7 +182,6 @@ export var ShaderChunk = {
specularmap_pars_fragment: specularmap_pars_fragment,
tonemapping_fragment: tonemapping_fragment,
tonemapping_pars_fragment: tonemapping_pars_fragment,
toonmap_pars_fragment: toonmap_pars_fragment,
uv_pars_fragment: uv_pars_fragment,
uv_pars_vertex: uv_pars_vertex,
uv_vertex: uv_vertex,
......
#ifdef USE_TOONMAP
#ifdef USE_GRADIENTMAP
uniform sampler2D toonMap;
uniform sampler2D gradientMap;
vec3 getToonIrradiance( vec3 normal, vec3 lightDirection ) {
vec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {
// dotNL will be from -1.0 to 1.0
float dotNL = dot( normal, lightDirection );
#ifdef TOONMAP_DIRECTION_Y
#ifdef GRADIENTMAP_AXIS_Y
vec2 coord = vec2( 0.0, dotNL * 0.5 + 0.5 );
......@@ -17,7 +17,7 @@
#endif
return texture2D( toonMap, coord ).rgb;
return texture2D( gradientMap, coord ).rgb;
}
#endif
......@@ -18,9 +18,9 @@ struct BlinnPhongMaterial {
void RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {
#ifdef USE_TOONMAP
#ifdef USE_GRADIENTMAP
vec3 irradiance = getToonIrradiance( geometry.normal, directLight.direction ) * directLight.color;
vec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;
#else
......
......@@ -60,7 +60,7 @@ var ShaderLib = {
UniformsLib.bumpmap,
UniformsLib.normalmap,
UniformsLib.displacementmap,
UniformsLib.toonmap,
UniformsLib.gradientmap,
UniformsLib.fog,
UniformsLib.lights,
......
......@@ -17,7 +17,7 @@ uniform float opacity;
#include <lightmap_pars_fragment>
#include <emissivemap_pars_fragment>
#include <envmap_pars_fragment>
#include <toonmap_pars_fragment>
#include <gradientmap_pars_fragment>
#include <fog_pars_fragment>
#include <bsdfs>
#include <lights_pars>
......
......@@ -80,9 +80,9 @@ var UniformsLib = {
},
toonmap: {
gradientmap: {
toonMap: { value: null }
gradientMap: { value: null }
},
......
......@@ -445,8 +445,8 @@ function WebGLProgram( renderer, code, material, parameters ) {
parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
parameters.vertexColors ? '#define USE_COLOR' : '',
parameters.toonMap ? '#define USE_TOONMAP' : '',
parameters.toonMapDirectionY ? '#define TOONMAP_DIRECTION_Y' : '',
parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
parameters.gradientMapAxisY ? '#define GRADIENTMAP_AXIS_Y' : '',
parameters.flatShading ? '#define FLAT_SHADED' : '',
......
......@@ -25,7 +25,7 @@ function WebGLPrograms( renderer, capabilities ) {
var parameterNames = [
"precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
"roughnessMap", "metalnessMap", "toonMap",
"roughnessMap", "metalnessMap", "gradientMap",
"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
......@@ -153,8 +153,8 @@ function WebGLPrograms( renderer, capabilities ) {
specularMap: !! material.specularMap,
alphaMap: !! material.alphaMap,
toonMap: !! material.toonMap,
toonMapDirectionY: !! material.toonMapDirectionY,
gradientMap: !! material.gradientMap,
gradientMapAxisY: !! material.gradientMapAxisY,
combine: material.combine,
......
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