提交 b91aebff 编写于 作者: M Mr.doob

Updated builds

上级 d73a18af
......@@ -14276,7 +14276,7 @@
var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
......@@ -14598,6 +14598,7 @@
center: { value: new Vector2( 0.5, 0.5 ) },
rotation: { value: 0.0 },
map: { value: null },
alphaMap: { value: null },
uvTransform: { value: new Matrix3() }
}
......@@ -25595,17 +25596,44 @@
uniforms.diffuse.value.copy( material.color );
uniforms.opacity.value = material.opacity;
uniforms.rotation.value = material.rotation;
uniforms.map.value = material.map;
if ( material.map !== null ) {
if ( material.map ) {
if ( material.map.matrixAutoUpdate === true ) {
uniforms.map.value = material.map;
material.map.updateMatrix();
}
if ( material.alphaMap ) {
uniforms.alphaMap.value = material.alphaMap;
}
// uv repeat and offset setting priorities
// 1. color map
// 2. alpha map
var uvScaleMap;
if ( material.map ) {
uvScaleMap = material.map;
} else if ( material.alphaMap ) {
uvScaleMap = material.alphaMap;
}
if ( uvScaleMap !== undefined ) {
if ( uvScaleMap.matrixAutoUpdate === true ) {
uvScaleMap.updateMatrix();
}
uniforms.uvTransform.value.copy( material.map.matrix );
uniforms.uvTransform.value.copy( uvScaleMap.matrix );
}
......@@ -26408,6 +26436,7 @@
* parameters = {
* color: <hex>,
* map: new THREE.Texture( <Image> ),
* alphaMap: new THREE.Texture( <Image> ),
* rotation: <float>,
* sizeAttenuation: <bool>
* }
......@@ -26420,8 +26449,11 @@
this.type = 'SpriteMaterial';
this.color = new Color( 0xffffff );
this.map = null;
this.alphaMap = null;
this.rotation = 0;
this.sizeAttenuation = true;
......@@ -26441,8 +26473,11 @@
Material.prototype.copy.call( this, source );
this.color.copy( source.color );
this.map = source.map;
this.alphaMap = source.alphaMap;
this.rotation = source.rotation;
this.sizeAttenuation = source.sizeAttenuation;
此差异已折叠。
......@@ -14262,7 +14262,7 @@ var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common
var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
......@@ -14584,6 +14584,7 @@ var UniformsLib = {
center: { value: new Vector2( 0.5, 0.5 ) },
rotation: { value: 0.0 },
map: { value: null },
alphaMap: { value: null },
uvTransform: { value: new Matrix3() }
}
......@@ -25582,17 +25583,44 @@ function WebGLRenderer( parameters ) {
uniforms.diffuse.value.copy( material.color );
uniforms.opacity.value = material.opacity;
uniforms.rotation.value = material.rotation;
uniforms.map.value = material.map;
if ( material.map !== null ) {
if ( material.map ) {
if ( material.map.matrixAutoUpdate === true ) {
uniforms.map.value = material.map;
material.map.updateMatrix();
}
if ( material.alphaMap ) {
uniforms.alphaMap.value = material.alphaMap;
}
// uv repeat and offset setting priorities
// 1. color map
// 2. alpha map
var uvScaleMap;
if ( material.map ) {
uvScaleMap = material.map;
} else if ( material.alphaMap ) {
uvScaleMap = material.alphaMap;
}
if ( uvScaleMap !== undefined ) {
if ( uvScaleMap.matrixAutoUpdate === true ) {
uvScaleMap.updateMatrix();
}
uniforms.uvTransform.value.copy( material.map.matrix );
uniforms.uvTransform.value.copy( uvScaleMap.matrix );
}
......@@ -26395,6 +26423,7 @@ Object.assign( InterleavedBufferAttribute.prototype, {
* parameters = {
* color: <hex>,
* map: new THREE.Texture( <Image> ),
* alphaMap: new THREE.Texture( <Image> ),
* rotation: <float>,
* sizeAttenuation: <bool>
* }
......@@ -26407,8 +26436,11 @@ function SpriteMaterial( parameters ) {
this.type = 'SpriteMaterial';
this.color = new Color( 0xffffff );
this.map = null;
this.alphaMap = null;
this.rotation = 0;
this.sizeAttenuation = true;
......@@ -26428,8 +26460,11 @@ SpriteMaterial.prototype.copy = function ( source ) {
Material.prototype.copy.call( this, source );
this.color.copy( source.color );
this.map = source.map;
this.alphaMap = source.alphaMap;
this.rotation = source.rotation;
this.sizeAttenuation = source.sizeAttenuation;
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