提交 c4dae0a2 编写于 作者: R Ricardo Cabello

Merge pull request #6364 from WestLangley/dev-remove_aomap_lightmap

Removed AOmap and Lightmap from Basic and Lambert
......@@ -25,7 +25,6 @@
<div>
color — geometry color in hexadecimal. Default is 0xffffff.<br />
map — Sets the texture map. Default is null <br />
lightMap — Set light map. Default is null.<br />
specularMap — Set specular map. Default is null.<br />
alphaMap — Set alpha map. Default is null.<br />
envMap — Set env map. Default is null.<br />
......@@ -45,9 +44,6 @@
<h3>[property:Integer color]</h3>
<div>Sets the color of the geometry. Default is 0xffffff.</div>
<h3>[property:Texture lightMap]</h3>
<div>Set light map. Default is null.</div>
<h3>[property:Texture specularMap]</h3>
<div>Set specular map. Default is null.</div>
......
......@@ -25,7 +25,6 @@
<div>
color — Line color in hexadecimal. Default is 0xffffff.<br />
map — Sets the texture map. Default is null <br />
lightMap — Set light map. Default is null.<br />
specularMap — Set specular map. Default is null.<br />
alphaMap — Set alpha map. Default is null.<br />
envMap — Set env map. Default is null.<br />
......@@ -57,9 +56,6 @@
<h3>[property:Texture map]</h3>
<div>Set color texture map. Default is null.</div>
<h3>[property:Texture lightMap]</h3>
<div>Set light map. Default is null.</div>
<h3>[property:Texture specularMap]</h3>
<div>Since this material does not have a specular component, the specular value affects only how much of the environment map affects the surface. Default is null.</div>
......
......@@ -324,7 +324,6 @@ function guiMeshBasicMaterial ( gui, mesh, material, geometry ) {
color : material.color.getHex(),
envMaps : envMapKeys,
map : textureMapKeys,
lightMap : textureMapKeys,
specularMap : textureMapKeys,
alphaMap : textureMapKeys
};
......@@ -340,7 +339,6 @@ function guiMeshBasicMaterial ( gui, mesh, material, geometry ) {
folder.add( data, 'envMaps', envMapKeys ).onChange( updateTexture( material, 'envMap', envMaps ) );
folder.add( data, 'map', textureMapKeys ).onChange( updateTexture( material, 'map', textureMaps ) );
folder.add( data, 'lightMap', textureMapKeys ).onChange( updateTexture( material, 'lightMap', textureMaps ) );
folder.add( data, 'specularMap', textureMapKeys ).onChange( updateTexture( material, 'specularMap', textureMaps ) );
folder.add( data, 'alphaMap', textureMapKeys ).onChange( updateTexture( material, 'alphaMap', textureMaps ) );
folder.add( material, 'morphTargets' ).onChange( updateMorphs( mesh, material ) );
......@@ -395,7 +393,6 @@ function guiMeshLambertMaterial ( gui, mesh, material, geometry ) {
emissive : material.emissive.getHex(),
envMaps : envMapKeys,
map : textureMapKeys,
lightMap : textureMapKeys,
specularMap : textureMapKeys,
alphaMap : textureMapKeys
};
......@@ -415,7 +412,6 @@ function guiMeshLambertMaterial ( gui, mesh, material, geometry ) {
folder.add( data, 'envMaps', envMapKeys ).onChange( updateTexture( material, 'envMap', envMaps ) );
folder.add( data, 'map', textureMapKeys ).onChange( updateTexture( material, 'map', textureMaps ) );
folder.add( data, 'lightMap', textureMapKeys ).onChange( updateTexture( material, 'lightMap', textureMaps ) );
folder.add( data, 'specularMap', textureMapKeys ).onChange( updateTexture( material, 'specularMap', textureMaps ) );
folder.add( data, 'alphaMap', textureMapKeys ).onChange( updateTexture( material, 'alphaMap', textureMaps ) );
folder.add( material, 'morphTargets' ).onChange( updateMorphs( mesh, material ) );
......
......@@ -7,8 +7,6 @@
* opacity: <float>,
* map: new THREE.Texture( <Image> ),
*
* lightMap: new THREE.Texture( <Image> ),
*
* specularMap: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
......@@ -45,8 +43,6 @@ THREE.MeshBasicMaterial = function ( parameters ) {
this.map = null;
this.lightMap = null;
this.specularMap = null;
this.alphaMap = null;
......@@ -87,8 +83,6 @@ THREE.MeshBasicMaterial.prototype.clone = function () {
material.map = this.map;
material.lightMap = this.lightMap;
material.specularMap = this.specularMap;
material.alphaMap = this.alphaMap;
......
......@@ -9,8 +9,6 @@
*
* map: new THREE.Texture( <Image> ),
*
* lightMap: new THREE.Texture( <Image> ),
*
* specularMap: new THREE.Texture( <Image> ),
*
* alphaMap: new THREE.Texture( <Image> ),
......@@ -49,8 +47,6 @@ THREE.MeshLambertMaterial = function ( parameters ) {
this.map = null;
this.lightMap = null;
this.specularMap = null;
this.alphaMap = null;
......@@ -93,8 +89,6 @@ THREE.MeshLambertMaterial.prototype.clone = function () {
material.map = this.map;
material.lightMap = this.lightMap;
material.specularMap = this.specularMap;
material.alphaMap = this.alphaMap;
......
......@@ -2443,10 +2443,6 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms.diffuse.value = material.color;
uniforms.map.value = material.map;
uniforms.lightMap.value = material.lightMap;
uniforms.lightMapIntensity.value = material.lightMapIntensity;
uniforms.aoMap.value = material.aoMap;
uniforms.aoMapIntensity.value = material.aoMapIntensity;
uniforms.specularMap.value = material.specularMap;
uniforms.alphaMap.value = material.alphaMap;
......@@ -2571,6 +2567,12 @@ THREE.WebGLRenderer = function ( parameters ) {
uniforms.emissive.value = material.emissive;
uniforms.specular.value = material.specular;
uniforms.lightMap.value = material.lightMap;
uniforms.lightMapIntensity.value = material.lightMapIntensity;
uniforms.aoMap.value = material.aoMap;
uniforms.aoMapIntensity.value = material.aoMapIntensity;
}
function refreshUniformsLambert ( uniforms, material ) {
......
......@@ -70,8 +70,6 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "uv2_pars_fragment" ],
THREE.ShaderChunk[ "map_pars_fragment" ],
THREE.ShaderChunk[ "alphamap_pars_fragment" ],
THREE.ShaderChunk[ "aomap_pars_fragment" ],
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
......@@ -92,8 +90,6 @@ THREE.ShaderLib = {
" outgoingLight = diffuseColor.rgb;", // simple shader
THREE.ShaderChunk[ "aomap_fragment" ],
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "envmap_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ], // TODO: Shadows on an otherwise unlit surface doesn't make sense.
......@@ -192,8 +188,6 @@ THREE.ShaderLib = {
THREE.ShaderChunk[ "uv2_pars_fragment" ],
THREE.ShaderChunk[ "map_pars_fragment" ],
THREE.ShaderChunk[ "alphamap_pars_fragment" ],
THREE.ShaderChunk[ "aomap_pars_fragment" ],
THREE.ShaderChunk[ "lightmap_pars_fragment" ],
THREE.ShaderChunk[ "envmap_pars_fragment" ],
THREE.ShaderChunk[ "fog_pars_fragment" ],
THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
......@@ -228,8 +222,6 @@ THREE.ShaderLib = {
" #endif",
THREE.ShaderChunk[ "aomap_fragment" ],
THREE.ShaderChunk[ "lightmap_fragment" ],
THREE.ShaderChunk[ "envmap_fragment" ],
THREE.ShaderChunk[ "shadowmap_fragment" ],
......@@ -250,6 +242,8 @@ THREE.ShaderLib = {
uniforms: THREE.UniformsUtils.merge( [
THREE.UniformsLib[ "common" ],
THREE.UniformsLib[ "aomap" ],
THREE.UniformsLib[ "lightmap" ],
THREE.UniformsLib[ "bump" ],
THREE.UniformsLib[ "normalmap" ],
THREE.UniformsLib[ "fog" ],
......
......@@ -12,12 +12,6 @@ THREE.UniformsLib = {
"map" : { type: "t", value: null },
"offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
"lightMap" : { type: "t", value: null },
"lightMapIntensity" : { type: "f", value: 1 },
"aoMap" : { type: "t", value: null },
"aoMapIntensity" : { type: "f", value: 1 },
"specularMap" : { type: "t", value: null },
"alphaMap" : { type: "t", value: null },
......@@ -30,6 +24,20 @@ THREE.UniformsLib = {
},
aomap: {
"aoMap" : { type: "t", value: null },
"aoMapIntensity" : { type: "f", value: 1 },
},
lightmap: {
"lightMap" : { type: "t", value: null },
"lightMapIntensity" : { type: "f", value: 1 },
},
bump: {
"bumpMap" : { type: "t", value: null },
......
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