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three.js
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ddb9a5e3
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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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ddb9a5e3
编写于
8月 28, 2016
作者:
M
Mr.doob
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
Updated builds.
上级
5481a299
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
3 addition
and
3 deletion
+3
-3
build/three.js
build/three.js
+1
-1
build/three.min.js
build/three.min.js
+2
-2
未找到文件。
build/three.js
浏览文件 @
ddb9a5e3
...
...
@@ -20952,7 +20952,7 @@
var uniforms = materialProperties.__webglShader.uniforms;
if ( ! material.isShaderMaterial &&
! material.isRawShaderMaterial |
! material.isRawShaderMaterial |
|
material.clipping === true ) {
materialProperties.numClippingPlanes = _clipping.numPlanes;
...
...
build/three.min.js
浏览文件 @
ddb9a5e3
...
...
@@ -132,8 +132,8 @@ d.visible)if(!0===R.sortObjects&&(Ca.setFromMatrixPosition(a.matrixWorld),Ca.app
k.matrixWorld);k.normalMatrix.getNormalMatrix(k.modelViewMatrix);if(k.isImmediateRenderObject){u(n);var h=v(b,c,n,k);S="";k.render(function(a){R.renderBufferImmediate(a,h,n)})}else R.renderBufferDirect(b,c,l,n,k,g)}}function u(a){2===a.side?X.disable(A.CULL_FACE):X.enable(A.CULL_FACE);X.setFlipSided(1===a.side);!0===a.transparent?X.setBlending(a.blending,a.blendEquation,a.blendSrc,a.blendDst,a.blendEquationAlpha,a.blendSrcAlpha,a.blendDstAlpha,a.premultipliedAlpha):X.setBlending(0);X.setDepthFunc(a.depthFunc);
X.setDepthTest(a.depthTest);X.setDepthWrite(a.depthWrite);X.setColorWrite(a.colorWrite);X.setPolygonOffset(a.polygonOffset,a.polygonOffsetFactor,a.polygonOffsetUnits)}function v(a,b,c,d){Z=0;var e=fa.get(c);na&&(qa||a!==U)&&ca.setState(c.clippingPlanes,c.clipShadows,a,e,a===U&&c.id===J);!1===c.needsUpdate&&(void 0===e.program?c.needsUpdate=!0:c.fog&&e.fog!==b?c.needsUpdate=!0:c.lights&&e.lightsHash!==aa.hash?c.needsUpdate=!0:void 0!==e.numClippingPlanes&&e.numClippingPlanes!==ca.numPlanes&&(c.needsUpdate=
!0));if(c.needsUpdate){a:{var k=fa.get(c),l=ta.getParameters(c,aa,b,ca.numPlanes,d),n=ta.getProgramCode(c,l),m=k.program,p=!0;if(void 0===m)c.addEventListener("dispose",f);else if(m.code!==n)g(c);else if(void 0!==l.shaderID)break a;else p=!1;p&&(l.shaderID?(m=qb[l.shaderID],k.__webglShader={name:c.type,uniforms:h.UniformsUtils.clone(m.uniforms),vertexShader:m.vertexShader,fragmentShader:m.fragmentShader}):k.__webglShader={name:c.type,uniforms:c.uniforms,vertexShader:c.vertexShader,fragmentShader:c.fragmentShader},
c
.
__webglShader
=
k
.
__webglShader
,
m
=
ta
.
acquireProgram
(
c
,
l
,
n
),
k
.
program
=
m
,
c
.
program
=
m
);
l
=
m
.
getAttributes
();
if
(
c
.
morphTargets
)
for
(
n
=
c
.
numSupportedMorphTargets
=
0
;
n
<
R
.
maxMorphTargets
;
n
++
)
0
<=
l
[
"
morphTarget
"
+
n
]
&&
c
.
numSupportedMorphTargets
++
;
if
(
c
.
morphNormals
)
for
(
n
=
c
.
numSupportedMorphNormals
=
0
;
n
<
R
.
maxMorphNormals
;
n
++
)
0
<=
l
[
"
morphNormal
"
+
n
]
&&
c
.
numSupportedMorphNormals
++
;
l
=
k
.
__webglShader
.
uniforms
;
!
c
.
isShaderMaterial
&&!
c
.
isRawShaderMaterial
|!
0
===
c
.
clipping
&&
(
k
.
numClippingPlanes
=
ca
.
numPlanes
,
l
.
clippingPlanes
=
ca
.
uniform
)
;
k
.
fog
=
b
;
k
.
lightsHash
=
aa
.
hash
;
c
.
lights
&&
(
l
.
ambientLightColor
.
value
=
aa
.
ambient
,
l
.
directionalLights
.
value
=
aa
.
directional
,
l
.
spotLights
.
value
=
aa
.
spot
,
l
.
pointLights
.
value
=
aa
.
point
,
l
.
hemisphereLights
.
value
=
aa
.
hemi
,
l
.
directionalShadowMap
.
value
=
aa
.
directionalShadowMap
,
l
.
directionalShadowMatrix
.
value
=
aa
.
directionalShadowMatrix
,
l
.
spotShadowMap
.
value
=
aa
.
spotShadowMap
,
l
.
spotShadowMatrix
.
value
=
aa
.
spotShadowMatrix
,
l
.
pointShadowMap
.
value
=
aa
.
pointShadowMap
,
l
.
pointShadowMatrix
.
value
=
aa
.
pointShadowMatrix
);
c.__webglShader=k.__webglShader,m=ta.acquireProgram(c,l,n),k.program=m,c.program=m);l=m.getAttributes();if(c.morphTargets)for(n=c.numSupportedMorphTargets=0;n<R.maxMorphTargets;n++)0<=l["morphTarget"+n]&&c.numSupportedMorphTargets++;if(c.morphNormals)for(n=c.numSupportedMorphNormals=0;n<R.maxMorphNormals;n++)0<=l["morphNormal"+n]&&c.numSupportedMorphNormals++;l=k.__webglShader.uniforms;
if(!c.isShaderMaterial&&!c.isRawShaderMaterial||!0===c.clipping)
k.numClippingPlanes=ca.numPlanes,l.clippingPlanes=
ca.uniform;k.fog=b;k.lightsHash=aa.hash;c.lights&&(l.ambientLightColor.value=aa.ambient,l.directionalLights.value=aa.directional,l.spotLights.value=aa.spot,l.pointLights.value=aa.point,l.hemisphereLights.value=aa.hemi,l.directionalShadowMap.value=aa.directionalShadowMap,l.directionalShadowMatrix.value=aa.directionalShadowMatrix,l.spotShadowMap.value=aa.spotShadowMap,l.spotShadowMatrix.value=aa.spotShadowMatrix,l.pointShadowMap.value=aa.pointShadowMap,l.pointShadowMatrix.value=aa.pointShadowMatrix);
n=k.program.getUniforms();n=Ha.seqWithValue(n.seq,l);k.uniformsList=n;k.dynamicUniforms=Ha.splitDynamic(n,l)}c.needsUpdate=!1}var q=!1,p=m=!1,k=e.program,n=k.getUniforms(),l=e.__webglShader.uniforms;k.id!==T&&(A.useProgram(k.program),T=k.id,p=m=q=!0);c.id!==J&&(J=c.id,m=!0);if(q||a!==U){n.set(A,a,"projectionMatrix");ja.logarithmicDepthBuffer&&n.setValue(A,"logDepthBufFC",2/(Math.log(a.far+1)/Math.LN2));a!==U&&(U=a,p=m=!0);if(c.isShaderMaterial||c.isMeshPhongMaterial||c.isMeshStandardMaterial||c.envMap)q=
n.map.cameraPosition,void 0!==q&&q.setValue(A,Ca.setFromMatrixPosition(a.matrixWorld));(c.isMeshPhongMaterial||c.isMeshLambertMaterial||c.isMeshBasicMaterial||c.isMeshStandardMaterial||c.isShaderMaterial||c.skinning)&&n.setValue(A,"viewMatrix",a.matrixWorldInverse);n.set(A,R,"toneMappingExposure");n.set(A,R,"toneMappingWhitePoint")}c.skinning&&(n.setOptional(A,d,"bindMatrix"),n.setOptional(A,d,"bindMatrixInverse"),q=d.skeleton)&&(ja.floatVertexTextures&&q.useVertexTexture?(n.set(A,q,"boneTexture"),
n.set(A,q,"boneTextureWidth"),n.set(A,q,"boneTextureHeight")):n.setOptional(A,q,"boneMatrices"));if(m){c.lights&&(m=p,l.ambientLightColor.needsUpdate=m,l.directionalLights.needsUpdate=m,l.pointLights.needsUpdate=m,l.spotLights.needsUpdate=m,l.hemisphereLights.needsUpdate=m);b&&c.fog&&(l.fogColor.value=b.color,b.isFog?(l.fogNear.value=b.near,l.fogFar.value=b.far):b.isFogExp2&&(l.fogDensity.value=b.density));if(c.isMeshBasicMaterial||c.isMeshLambertMaterial||c.isMeshPhongMaterial||c.isMeshStandardMaterial||
...
...
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