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Other
mrdoob
three.js
ddff0f642acbf650b53d1ddffe544900569ab983.json
Add comments to FF RGB format fix
examples/js/SimulationRenderer.js
@@ -226,7 +226,7 @@ function SimulationRenderer( WIDTH, renderer ) { } - var texture = new THREE.DataTexture( a, WIDTH, WIDTH, THREE.RGBAFormat, THREE.FloatType ); + var texture = new THREE.DataTexture( a, WIDTH, WIDTH, THREE.RGBAFormat, THREE.FloatType ); // was RGB format. changed to RGBA format. see discussion in #8415 / #8450 texture.needsUpdate = true; return texture;
true
Other
mrdoob
three.js
ddff0f642acbf650b53d1ddffe544900569ab983.json
Add comments to FF RGB format fix
examples/js/postprocessing/AdaptiveToneMappingPass.js
@@ -186,7 +186,8 @@ THREE.AdaptiveToneMappingPass.prototype = { this.previousLuminanceRT.dispose(); } - var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; + + var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat }; // was RGB format. changed to RGBA format. see discussion in #8415 / #8450 this.luminanceRT = new THREE.WebGLRenderTarget( this.resolution, this.resolution, pars ); this.luminanceRT.texture.generateMipmaps = false;
true
Other
mrdoob
three.js
f1bb83627ee8303e8e7495d3ac60cb4bde58b88a.json
Remove example variations_standard2 because now its basically the same as the other without metalness.
examples/webgl_materials_variations_standard2.html
@@ -1,242 +0,0 @@ -<!DOCTYPE html> -<html lang="en"> - <head> - <title>three.js webgl - materials</title> - <meta charset="utf-8"> - <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> - <style> - body { - color: #fff; - font-family:Monospace; - font-size:13px; - text-align:center; - - background-color: #000; - margin: 0px; - overflow: hidden; - } - - #info { - position: absolute; - top: 0px; width: 100%; - padding: 5px; - } - </style> - </head> - <body> - - <div id="container"></div> - <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - Standard Material Variations v2 by <a href="http://clara.io/" target="_blank">Ben Houston</a>.</div> - - <script src="../build/three.min.js"></script> - <script src="js/controls/OrbitControls.js"></script> - - <script src="js/Detector.js"></script> - <script src="js/libs/stats.min.js"></script> - - <script> - - if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); - - var container, stats; - - var camera, scene, renderer, controls, objects = []; - var particleLight; - - var loader = new THREE.FontLoader(); - loader.load( 'fonts/gentilis_regular.typeface.js', function ( font ) { - - init( font ); - animate(); - - } ); - - function init( font ) { - - container = document.createElement( 'div' ); - document.body.appendChild( container ); - - camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 2000 ); - camera.position.set( 0.0, 400, 400 * 3.5 ); - - scene = new THREE.Scene(); - - // Materials - - var imgTexture = new THREE.TextureLoader().load( "textures/planets/moon_1024.jpg" ); - imgTexture.wrapS = imgTexture.wrapT = THREE.RepeatWrapping; - imgTexture.anisotropy = 16; - imgTexture = null; - - var shininess = 50, specular = 0x333333, bumpScale = 1, shading = THREE.SmoothShading; - - var materials = []; - - var path = "textures/cube/SwedishRoyalCastle/"; - var format = '.jpg'; - var urls = [ - path + 'px' + format, path + 'nx' + format, - path + 'py' + format, path + 'ny' + format, - path + 'pz' + format, path + 'nz' + format - ]; - - var reflectionCube = new THREE.CubeTextureLoader().load( urls ); - reflectionCube.format = THREE.RGBFormat; - - var cubeWidth = 400; - var numberOfSphersPerSide = 5; - var sphereRadius = ( cubeWidth / numberOfSphersPerSide ) * 0.8 * 0.5; - var stepSize = 1.0 / numberOfSphersPerSide; - - var geometry = new THREE.SphereBufferGeometry( sphereRadius, 32, 16 ); - - var localReflectionCube; - - for( var alpha = 0, alphaIndex = 0; alpha <= 1.0; alpha += stepSize, alphaIndex ++ ) { - - var roughness = 1.0 - alpha; - - if( alphaIndex % 2 === 0 ) { - localReflectionCube = null; - } - else { - localReflectionCube = reflectionCube; - } - - for( var beta = 0; beta <= 1.0; beta += stepSize ) { - - for( var gamma = 0; gamma <= 1.0; gamma += stepSize ) { - - // basic monochromatic energy preservation - var diffuseColor = new THREE.Color( gamma, 0, 0 ).multiplyScalar( 1 - 0.08 ); - - var material = new THREE.MeshStandardMaterial( { map: imgTexture, bumpMap: imgTexture, bumpScale: bumpScale, color: diffuseColor, roughness: roughness, shading: THREE.SmoothShading, envMap: localReflectionCube } ) - - var mesh = new THREE.Mesh( geometry, material ); - - mesh.position.x = alpha * 400 - 200; - mesh.position.y = beta * 400 - 200; - mesh.position.z = gamma * 400 - 200; - - objects.push( mesh ); - - scene.add( mesh ); - } - } - } - - function addLabel( name, location ) { - var textGeo = new THREE.TextGeometry( name, { - - font: font, - - size: 20, - height: 1, - curveSegments: 1 - - }); - - var textMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff } ); - var textMesh = new THREE.Mesh( textGeo, textMaterial ); - textMesh.position.copy( location ); - scene.add( textMesh ); - } - - addLabel( "+roughness", new THREE.Vector3( -350, 0, 0 ) ); - addLabel( "-roughness", new THREE.Vector3( 350, 0, 0 ) ); - - addLabel( "-diffuse", new THREE.Vector3( 0, 0, -300 ) ); - addLabel( "+diffuse", new THREE.Vector3( 0, 0, 300 ) ); - - particleLight = new THREE.Mesh( new THREE.SphereBufferGeometry( 4, 8, 8 ), new THREE.MeshBasicMaterial( { color: 0xffffff } ) ); - scene.add( particleLight ); - - // Lights - - //scene.add( new THREE.AmbientLight( 0x222222 ) ); - - //var directionalLight = new THREE.DirectionalLight( 0xffffff, 1 ); - //directionalLight.position.set( 1, 1, 1 ).normalize(); - //scene.add( directionalLight ); - - var pointLight = new THREE.PointLight( 0xffffff, 2, 800 ); - particleLight.add( pointLight ); - - // - - renderer = new THREE.WebGLRenderer( { antialias: true } ); - renderer.setClearColor( 0x0a0a0a ); - renderer.setPixelRatio( window.devicePixelRatio ); - renderer.setSize( window.innerWidth, window.innerHeight ); - renderer.sortObjects = true; - - container.appendChild( renderer.domElement ); - - renderer.gammaInput = true; - renderer.gammaOutput = true; - - // - - stats = new Stats(); - stats.domElement.style.position = 'absolute'; - stats.domElement.style.top = '0px'; - - container.appendChild( stats.domElement ); - - controls = new THREE.OrbitControls( camera ); - controls.target.set( 0, 0, 0 ); - controls.update(); - - window.addEventListener( 'resize', onWindowResize, false ); - - } - - function onWindowResize() { - - camera.aspect = window.innerWidth / window.innerHeight; - camera.updateProjectionMatrix(); - - renderer.setSize( window.innerWidth, window.innerHeight ); - - } - - // - - function animate() { - - requestAnimationFrame( animate ); - - render(); - stats.update(); - - } - - function render() { - - var timer = Date.now() * 0.00025; - - //camera.position.x = Math.cos( timer ) * 800; - //camera.position.z = Math.sin( timer ) * 800; - - camera.lookAt( scene.position ); - - for ( var i = 0, l = objects.length; i < l; i ++ ) { - - var object = objects[ i ]; - - object.rotation.y += 0.005; - - } - - particleLight.position.x = Math.sin( timer * 7 ) * 300; - particleLight.position.y = Math.cos( timer * 5 ) * 400; - particleLight.position.z = Math.cos( timer * 3 ) * 300; - - renderer.render( scene, camera ); - - } - - </script> - - </body> -</html>
false
Other
mrdoob
three.js
4895e177aa5cdb2f41eb5d63a30be609fa60ffe5.json
remove reflectivity from example 'reflectivity' is not a property of mesh standard material
examples/webgl_materials_variations_standard2.html
@@ -105,14 +105,12 @@ for( var beta = 0; beta <= 1.0; beta += stepSize ) { - var reflectivity = beta; - for( var gamma = 0; gamma <= 1.0; gamma += stepSize ) { // basic monochromatic energy preservation var diffuseColor = new THREE.Color( gamma, 0, 0 ).multiplyScalar( 1 - 0.08 ); - var material = new THREE.MeshStandardMaterial( { map: imgTexture, bumpMap: imgTexture, bumpScale: bumpScale, color: diffuseColor, reflectivity: reflectivity, roughness: roughness, shading: THREE.SmoothShading, envMap: localReflectionCube } ) + var material = new THREE.MeshStandardMaterial( { map: imgTexture, bumpMap: imgTexture, bumpScale: bumpScale, color: diffuseColor, roughness: roughness, shading: THREE.SmoothShading, envMap: localReflectionCube } ) var mesh = new THREE.Mesh( geometry, material ); @@ -147,9 +145,6 @@ addLabel( "+roughness", new THREE.Vector3( -350, 0, 0 ) ); addLabel( "-roughness", new THREE.Vector3( 350, 0, 0 ) ); - addLabel( "-reflectivity", new THREE.Vector3( 0, -300, 0 ) ); - addLabel( "+reflectivity", new THREE.Vector3( 0, 300, 0 ) ); - addLabel( "-diffuse", new THREE.Vector3( 0, 0, -300 ) ); addLabel( "+diffuse", new THREE.Vector3( 0, 0, 300 ) );
false
Other
mrdoob
three.js
807a8ec729c715f6e4008c48c0cd49b0d4e66dbd.json
add error checking to include parser.
src/renderers/webgl/WebGLProgram.js
@@ -197,7 +197,9 @@ THREE.WebGLProgram = ( function () { var pattern = /#include[ \t]+<([\w\d.]+)>/g; function replace( match, include ) { - return parseIncludes( THREE.ShaderChunk[ include ] ); + var replace = THREE.ShaderChunk[ include ]; + if( ! replace ) throw new Error( "can not resolve #include <"+include+">"); + return parseIncludes( replace ); }
false
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib.js
@@ -19,100 +19,8 @@ THREE.ShaderLib = { ] ), - vertexShader: [ - - '#include <common>', - '#include <uv_pars_vertex>', - '#include <uv2_pars_vertex>', - '#include <envmap_pars_vertex>', - '#include <color_pars_vertex>', - '#include <morphtarget_pars_vertex>', - '#include <skinning_pars_vertex>', - '#include <logdepthbuf_pars_vertex>', - - "void main() {", - - '#include <uv_vertex>', - '#include <uv2_vertex>', - '#include <color_vertex>', - '#include <skinbase_vertex>', - - " #ifdef USE_ENVMAP", - - '#include <beginnormal_vertex>', - '#include <morphnormal_vertex>', - '#include <skinnormal_vertex>', - '#include <defaultnormal_vertex>', - - " #endif", - - '#include <begin_vertex>', - '#include <morphtarget_vertex>', - '#include <skinning_vertex>', - '#include <project_vertex>', - '#include <logdepthbuf_vertex>', - - '#include <worldpos_vertex>', - '#include <envmap_vertex>', - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "uniform vec3 diffuse;", - "uniform float opacity;", - - "#ifndef FLAT_SHADED", - - " varying vec3 vNormal;", - - "#endif", - - '#include <common>', - '#include <encodings>', - '#include <color_pars_fragment>', - '#include <uv_pars_fragment>', - '#include <uv2_pars_fragment>', - '#include <map_pars_fragment>', - '#include <alphamap_pars_fragment>', - '#include <aomap_pars_fragment>', - '#include <envmap_pars_fragment>', - '#include <fog_pars_fragment>', - '#include <specularmap_pars_fragment>', - '#include <logdepthbuf_pars_fragment>', - - "void main() {", - - " vec4 diffuseColor = vec4( diffuse, opacity );", - - '#include <logdepthbuf_fragment>', - '#include <map_fragment>', - '#include <color_fragment>', - '#include <alphamap_fragment>', - '#include <alphatest_fragment>', - '#include <specularmap_fragment>', - - " ReflectedLight reflectedLight;", - " reflectedLight.directDiffuse = vec3( 0.0 );", - " reflectedLight.directSpecular = vec3( 0.0 );", - " reflectedLight.indirectDiffuse = diffuseColor.rgb;", - " reflectedLight.indirectSpecular = vec3( 0.0 );", - - '#include <aomap_fragment>', - - " vec3 outgoingLight = reflectedLight.indirectDiffuse;", - - '#include <envmap_fragment>', - '#include <linear_to_gamma_fragment>', - '#include <fog_fragment>', - - " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", - - "}" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['meshbasic_vert'], + fragmentShader: THREE.ShaderChunk['meshbasic_frag'] }, @@ -134,140 +42,8 @@ THREE.ShaderLib = { ] ), - vertexShader: [ - - "#define LAMBERT", - - "varying vec3 vLightFront;", - - "#ifdef DOUBLE_SIDED", - - " varying vec3 vLightBack;", - - "#endif", - - '#include <common>', - '#include <uv_pars_vertex>', - '#include <uv2_pars_vertex>', - '#include <envmap_pars_vertex>', - '#include <bsdfs>', - '#include <lights_pars>', - '#include <color_pars_vertex>', - '#include <morphtarget_pars_vertex>', - '#include <skinning_pars_vertex>', - '#include <shadowmap_pars_vertex>', - '#include <logdepthbuf_pars_vertex>', - - "void main() {", - - '#include <uv_vertex>', - '#include <uv2_vertex>', - '#include <color_vertex>', - - '#include <beginnormal_vertex>', - '#include <morphnormal_vertex>', - '#include <skinbase_vertex>', - '#include <skinnormal_vertex>', - '#include <defaultnormal_vertex>', - - '#include <begin_vertex>', - '#include <morphtarget_vertex>', - '#include <skinning_vertex>', - '#include <project_vertex>', - '#include <logdepthbuf_vertex>', - - '#include <worldpos_vertex>', - '#include <envmap_vertex>', - '#include <lights_lambert_vertex>', - '#include <shadowmap_vertex>', - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "uniform vec3 diffuse;", - "uniform vec3 emissive;", - "uniform float opacity;", - - "varying vec3 vLightFront;", - - "#ifdef DOUBLE_SIDED", - - " varying vec3 vLightBack;", - - "#endif", - - '#include <common>', - '#include <encodings>', - '#include <color_pars_fragment>', - '#include <uv_pars_fragment>', - '#include <uv2_pars_fragment>', - '#include <map_pars_fragment>', - '#include <alphamap_pars_fragment>', - '#include <aomap_pars_fragment>', - '#include <lightmap_pars_fragment>', - '#include <emissivemap_pars_fragment>', - '#include <envmap_pars_fragment>', - '#include <bsdfs>', - '#include <ambient_pars>', - '#include <lights_pars>', - '#include <fog_pars_fragment>', - '#include <shadowmap_pars_fragment>', - '#include <shadowmask_pars_fragment>', - '#include <specularmap_pars_fragment>', - '#include <logdepthbuf_pars_fragment>', - - "void main() {", - - " vec4 diffuseColor = vec4( diffuse, opacity );", - " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );", - " vec3 totalEmissiveLight = emissive;", - - '#include <logdepthbuf_fragment>', - '#include <map_fragment>', - '#include <color_fragment>', - '#include <alphamap_fragment>', - '#include <alphatest_fragment>', - '#include <specularmap_fragment>', - '#include <emissivemap_fragment>', - - // accumulation - " reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );", - - '#include <lightmap_fragment>', - - " reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );", - - " #ifdef DOUBLE_SIDED", - - " reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;", - - " #else", - - " reflectedLight.directDiffuse = vLightFront;", - - " #endif", - - " reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();", - - // modulation - '#include <aomap_fragment>', - - " vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;", - - '#include <envmap_fragment>', - - '#include <linear_to_gamma_fragment>', - - '#include <fog_fragment>', - - " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", - - "}" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['meshlambert_vert'], + fragmentShader: THREE.ShaderChunk['meshlambert_frag'] }, @@ -294,132 +70,8 @@ THREE.ShaderLib = { ] ), - vertexShader: [ - - "#define PHONG", - - "varying vec3 vViewPosition;", - - "#ifndef FLAT_SHADED", - - " varying vec3 vNormal;", - - "#endif", - - '#include <common>', - '#include <uv_pars_vertex>', - '#include <uv2_pars_vertex>', - '#include <displacementmap_pars_vertex>', - '#include <envmap_pars_vertex>', - '#include <lights_phong_pars_vertex>', - '#include <color_pars_vertex>', - '#include <morphtarget_pars_vertex>', - '#include <skinning_pars_vertex>', - '#include <shadowmap_pars_vertex>', - '#include <logdepthbuf_pars_vertex>', - - "void main() {", - - '#include <uv_vertex>', - '#include <uv2_vertex>', - '#include <color_vertex>', - - '#include <beginnormal_vertex>', - '#include <morphnormal_vertex>', - '#include <skinbase_vertex>', - '#include <skinnormal_vertex>', - '#include <defaultnormal_vertex>', - - "#ifndef FLAT_SHADED", // Normal computed with derivatives when FLAT_SHADED - - " vNormal = normalize( transformedNormal );", - - "#endif", - - '#include <begin_vertex>', - '#include <displacementmap_vertex>', - '#include <morphtarget_vertex>', - '#include <skinning_vertex>', - '#include <project_vertex>', - '#include <logdepthbuf_vertex>', - - " vViewPosition = - mvPosition.xyz;", - - '#include <worldpos_vertex>', - '#include <envmap_vertex>', - '#include <lights_phong_vertex>', - '#include <shadowmap_vertex>', - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "#define PHONG", - - "uniform vec3 diffuse;", - "uniform vec3 emissive;", - "uniform vec3 specular;", - "uniform float shininess;", - "uniform float opacity;", - - '#include <common>', - '#include <encodings>', - '#include <color_pars_fragment>', - '#include <uv_pars_fragment>', - '#include <uv2_pars_fragment>', - '#include <map_pars_fragment>', - '#include <alphamap_pars_fragment>', - '#include <aomap_pars_fragment>', - '#include <lightmap_pars_fragment>', - '#include <emissivemap_pars_fragment>', - '#include <envmap_pars_fragment>', - '#include <fog_pars_fragment>', - '#include <bsdfs>', - '#include <ambient_pars>', - '#include <lights_pars>', - '#include <lights_phong_pars_fragment>', - '#include <shadowmap_pars_fragment>', - '#include <bumpmap_pars_fragment>', - '#include <normalmap_pars_fragment>', - '#include <specularmap_pars_fragment>', - '#include <logdepthbuf_pars_fragment>', - - "void main() {", - - " vec4 diffuseColor = vec4( diffuse, opacity );", - " ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );", - " vec3 totalEmissiveLight = emissive;", - - '#include <logdepthbuf_fragment>', - '#include <map_fragment>', - '#include <color_fragment>', - '#include <alphamap_fragment>', - '#include <alphatest_fragment>', - '#include <specularmap_fragment>', - '#include <normal_fragment>', - '#include <emissivemap_fragment>', - - // accumulation - '#include <lights_phong_fragment>', - '#include <lights_template>', - - // modulation - '#include <aomap_fragment>', - - "vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;", - - '#include <envmap_fragment>', - '#include <linear_to_gamma_fragment>', - - '#include <fog_fragment>', - - " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", - - "}" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['meshphong_vert'], + fragmentShader: THREE.ShaderChunk['meshphong_frag'] }, @@ -449,17 +101,8 @@ THREE.ShaderLib = { ] ), - vertexShader: [ - - "#include <meshstandard_vert>" - - ].join( "\n" ), - - fragmentShader: [ - - "#include <meshstandard_frag>" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['meshstandard_vert'], + fragmentShader: THREE.ShaderChunk['meshstandard_frag'] }, @@ -472,68 +115,8 @@ THREE.ShaderLib = { ] ), - vertexShader: [ - - "uniform float size;", - "uniform float scale;", - - '#include <common>', - '#include <color_pars_vertex>', - '#include <shadowmap_pars_vertex>', - '#include <logdepthbuf_pars_vertex>', - - "void main() {", - - '#include <color_vertex>', - '#include <begin_vertex>', - '#include <project_vertex>', - - " #ifdef USE_SIZEATTENUATION", - " gl_PointSize = size * ( scale / - mvPosition.z );", - " #else", - " gl_PointSize = size;", - " #endif", - - '#include <logdepthbuf_vertex>', - '#include <worldpos_vertex>', - '#include <shadowmap_vertex>', - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "uniform vec3 diffuse;", - "uniform float opacity;", - - '#include <common>', - '#include <encodings>', - '#include <color_pars_fragment>', - '#include <map_particle_pars_fragment>', - '#include <fog_pars_fragment>', - '#include <shadowmap_pars_fragment>', - '#include <logdepthbuf_pars_fragment>', - - "void main() {", - - " vec3 outgoingLight = vec3( 0.0 );", - " vec4 diffuseColor = vec4( diffuse, opacity );", - - '#include <logdepthbuf_fragment>', - '#include <map_particle_fragment>', - '#include <color_fragment>', - '#include <alphatest_fragment>', - - " outgoingLight = diffuseColor.rgb;", - - '#include <fog_fragment>', - - " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", - - "}" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['points_vert'], + fragmentShader: THREE.ShaderChunk['points_frag'] }, @@ -552,70 +135,8 @@ THREE.ShaderLib = { ] ), - vertexShader: [ - - "uniform float scale;", - "attribute float lineDistance;", - - "varying float vLineDistance;", - - '#include <common>', - '#include <color_pars_vertex>', - '#include <logdepthbuf_pars_vertex>', - - "void main() {", - - '#include <color_vertex>', - - " vLineDistance = scale * lineDistance;", - - " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", - " gl_Position = projectionMatrix * mvPosition;", - - '#include <logdepthbuf_vertex>', - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "uniform vec3 diffuse;", - "uniform float opacity;", - - "uniform float dashSize;", - "uniform float totalSize;", - - "varying float vLineDistance;", - - '#include <common>', - '#include <color_pars_fragment>', - '#include <fog_pars_fragment>', - '#include <logdepthbuf_pars_fragment>', - - "void main() {", - - " if ( mod( vLineDistance, totalSize ) > dashSize ) {", - - " discard;", - - " }", - - " vec3 outgoingLight = vec3( 0.0 );", - " vec4 diffuseColor = vec4( diffuse, opacity );", - - '#include <logdepthbuf_fragment>', - '#include <color_fragment>', - - " outgoingLight = diffuseColor.rgb;", // simple shader - - '#include <fog_fragment>', - - " gl_FragColor = vec4( outgoingLight, diffuseColor.a );", - - "}" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['linedashed_vert'], + fragmentShader: THREE.ShaderChunk['linedashed_frag'] }, @@ -629,52 +150,8 @@ THREE.ShaderLib = { }, - vertexShader: [ - - '#include <common>', - '#include <morphtarget_pars_vertex>', - '#include <logdepthbuf_pars_vertex>', - - "void main() {", - - '#include <begin_vertex>', - '#include <morphtarget_vertex>', - '#include <project_vertex>', - '#include <logdepthbuf_vertex>', - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "uniform float mNear;", - "uniform float mFar;", - "uniform float opacity;", - - '#include <common>', - '#include <logdepthbuf_pars_fragment>', - - "void main() {", - - '#include <logdepthbuf_fragment>', - - " #ifdef USE_LOGDEPTHBUF_EXT", - - " float depth = gl_FragDepthEXT / gl_FragCoord.w;", - - " #else", - - " float depth = gl_FragCoord.z / gl_FragCoord.w;", - - " #endif", - - " float color = 1.0 - smoothstep( mNear, mFar, depth );", - " gl_FragColor = vec4( vec3( color ), opacity );", - - "}" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['depth_vert'], + fragmentShader: THREE.ShaderChunk['depth_frag'] }, @@ -686,44 +163,8 @@ THREE.ShaderLib = { }, - vertexShader: [ - - "varying vec3 vNormal;", - - '#include <common>', - '#include <morphtarget_pars_vertex>', - '#include <logdepthbuf_pars_vertex>', - - "void main() {", - - " vNormal = normalize( normalMatrix * normal );", - - '#include <begin_vertex>', - '#include <morphtarget_vertex>', - '#include <project_vertex>', - '#include <logdepthbuf_vertex>', - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "uniform float opacity;", - "varying vec3 vNormal;", - - '#include <common>', - '#include <logdepthbuf_pars_fragment>', - - "void main() {", - - " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );", - - '#include <logdepthbuf_fragment>', - - "}" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['normal_vert'], + fragmentShader: THREE.ShaderChunk['normal_frag'] }, @@ -738,44 +179,8 @@ THREE.ShaderLib = { "tFlip": { type: "f", value: - 1 } }, - vertexShader: [ - - "varying vec3 vWorldPosition;", - - '#include <common>', - '#include <logdepthbuf_pars_vertex>', - - "void main() {", - - " vWorldPosition = transformDirection( position, modelMatrix );", - - " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", - - '#include <logdepthbuf_vertex>', - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "uniform samplerCube tCube;", - "uniform float tFlip;", - - "varying vec3 vWorldPosition;", - - '#include <common>', - '#include <logdepthbuf_pars_fragment>', - - "void main() {", - - " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );", - - '#include <logdepthbuf_fragment>', - - "}" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['cube_vert'], + fragmentShader: THREE.ShaderChunk['cube_frag'] }, @@ -790,49 +195,8 @@ THREE.ShaderLib = { "tFlip": { type: "f", value: - 1 } }, - vertexShader: [ - - "varying vec3 vWorldPosition;", - - '#include <common>', - '#include <logdepthbuf_pars_vertex>', - - "void main() {", - - " vWorldPosition = transformDirection( position, modelMatrix );", - - " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", - - '#include <logdepthbuf_vertex>', - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "uniform sampler2D tEquirect;", - "uniform float tFlip;", - - "varying vec3 vWorldPosition;", - - '#include <common>', - '#include <logdepthbuf_pars_fragment>', - - "void main() {", - - // " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );", - "vec3 direction = normalize( vWorldPosition );", - "vec2 sampleUV;", - "sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );", - "sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;", - "gl_FragColor = texture2D( tEquirect, sampleUV );", - - '#include <logdepthbuf_fragment>', - - "}" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['equirect_vert'], + fragmentShader: THREE.ShaderChunk['equirect_frag'] }, @@ -852,64 +216,8 @@ THREE.ShaderLib = { uniforms: {}, - vertexShader: [ - - '#include <common>', - '#include <morphtarget_pars_vertex>', - '#include <skinning_pars_vertex>', - '#include <logdepthbuf_pars_vertex>', - - "void main() {", - - '#include <skinbase_vertex>', - - '#include <begin_vertex>', - '#include <morphtarget_vertex>', - '#include <skinning_vertex>', - '#include <project_vertex>', - '#include <logdepthbuf_vertex>', - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - '#include <common>', - '#include <logdepthbuf_pars_fragment>', - - "vec4 pack_depth( const in float depth ) {", - - " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", - " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", - " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", - " res -= res.xxyz * bit_mask;", - " return res;", - - "}", - - "void main() {", - - '#include <logdepthbuf_fragment>', - - " #ifdef USE_LOGDEPTHBUF_EXT", - - " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );", - - " #else", - - " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );", - - " #endif", - - //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );", - //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );", - //"gl_FragData[ 0 ] = pack_depth( z );", - //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );", - - "}" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['depthRGBA_vert'], + fragmentShader: THREE.ShaderChunk['depthRGBA_frag'] }, @@ -922,61 +230,8 @@ THREE.ShaderLib = { }, - vertexShader: [ - - "varying vec4 vWorldPosition;", - - '#include <common>', - '#include <morphtarget_pars_vertex>', - '#include <skinning_pars_vertex>', - - "void main() {", - - '#include <skinbase_vertex>', - '#include <begin_vertex>', - '#include <morphtarget_vertex>', - '#include <skinning_vertex>', - '#include <project_vertex>', - '#include <worldpos_vertex>', - - "vWorldPosition = worldPosition;", - - "}" - - ].join( "\n" ), - - fragmentShader: [ - - "uniform vec3 lightPos;", - "varying vec4 vWorldPosition;", - - '#include <common>', - - "vec4 pack1K ( float depth ) {", - - " depth /= 1000.0;", - " const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );", - " const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );", - " vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", - " res -= res.xxyz * bitMsk;", - " return res; ", - - "}", - - "float unpack1K ( vec4 color ) {", - - " const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );", - " return dot( color, bitSh ) * 1000.0;", - - "}", - - "void main () {", - - " gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );", - - "}" - - ].join( "\n" ) + vertexShader: THREE.ShaderChunk['distanceRGBA_vert'], + fragmentShader: THREE.ShaderChunk['distanceRGBA_frag'] }
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/cube_frag.glsl
@@ -0,0 +1,15 @@ +uniform samplerCube tCube; +uniform float tFlip; + +varying vec3 vWorldPosition; + +#include <common> +#include <logdepthbuf_pars_fragment> + +void main() { + + gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) ); + + #include <logdepthbuf_fragment> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/cube_vert.glsl
@@ -0,0 +1,14 @@ +varying vec3 vWorldPosition; + +#include <common> +#include <logdepthbuf_pars_vertex> + +void main() { + + vWorldPosition = transformDirection( position, modelMatrix ); + + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + + #include <logdepthbuf_vertex> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/depthRGBA_frag.glsl
@@ -0,0 +1,33 @@ +#include <common> +#include <logdepthbuf_pars_fragment> + +vec4 pack_depth( const in float depth ) { + + const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 ); + const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 ); + vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 ); + res -= res.xxyz * bit_mask; + return res; + +} + +void main() { + + #include <logdepthbuf_fragment> + + #ifdef USE_LOGDEPTHBUF_EXT + + gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT ); + + #else + + gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z ); + + #endif + + //gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w ); + //float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 ); + //gl_FragData[ 0 ] = pack_depth( z ); + //gl_FragData[ 0 ] = vec4( z, z, z, 1.0 ); + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/depthRGBA_vert.glsl
@@ -0,0 +1,16 @@ +#include <common> +#include <morphtarget_pars_vertex> +#include <skinning_pars_vertex> +#include <logdepthbuf_pars_vertex> + +void main() { + + #include <skinbase_vertex> + + #include <begin_vertex> + #include <morphtarget_vertex> + #include <skinning_vertex> + #include <project_vertex> + #include <logdepthbuf_vertex> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/depth_frag.glsl
@@ -0,0 +1,25 @@ +uniform float mNear; +uniform float mFar; +uniform float opacity; + +#include <common> +#include <logdepthbuf_pars_fragment> + +void main() { + + #include <logdepthbuf_fragment> + + #ifdef USE_LOGDEPTHBUF_EXT + + float depth = gl_FragDepthEXT / gl_FragCoord.w; + + #else + + float depth = gl_FragCoord.z / gl_FragCoord.w; + + #endif + + float color = 1.0 - smoothstep( mNear, mFar, depth ); + gl_FragColor = vec4( vec3( color ), opacity ); + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/depth_vert.glsl
@@ -0,0 +1,12 @@ +#include <common> +#include <morphtarget_pars_vertex> +#include <logdepthbuf_pars_vertex> + +void main() { + + #include <begin_vertex> + #include <morphtarget_vertex> + #include <project_vertex> + #include <logdepthbuf_vertex> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl
@@ -0,0 +1,26 @@ +uniform vec3 lightPos; +varying vec4 vWorldPosition; + +#include <common> + +vec4 pack1K ( float depth ) { + + depth /= 1000.0; + const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 ); + const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 ); + vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 ); + res -= res.xxyz * bitMsk; + return res; + +} + +float unpack1K ( vec4 color ) { + + const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 ); + return dot( color, bitSh ) * 1000.0; + +} + +void main () { + + gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl
@@ -0,0 +1,18 @@ +varying vec4 vWorldPosition; + +#include <common> +#include <morphtarget_pars_vertex> +#include <skinning_pars_vertex> + +void main() { + + #include <skinbase_vertex> + #include <begin_vertex> + #include <morphtarget_vertex> + #include <skinning_vertex> + #include <project_vertex> + #include <worldpos_vertex> + + vWorldPosition = worldPosition; + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/equirect_frag.glsl
@@ -0,0 +1,20 @@ +uniform sampler2D tEquirect; +uniform float tFlip; + +varying vec3 vWorldPosition; + +#include <common> +#include <logdepthbuf_pars_fragment> + +void main() { + + // gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) ); + vec3 direction = normalize( vWorldPosition ); + vec2 sampleUV; + sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 ); + sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5; + gl_FragColor = texture2D( tEquirect, sampleUV ); + + #include <logdepthbuf_fragment> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/equirect_vert.glsl
@@ -0,0 +1,14 @@ +varying vec3 vWorldPosition; + +#include <common> +#include <logdepthbuf_pars_vertex> + +void main() { + + vWorldPosition = transformDirection( position, modelMatrix ); + + gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); + + #include <logdepthbuf_vertex> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/linedashed_frag.glsl
@@ -0,0 +1,34 @@ +uniform vec3 diffuse; +uniform float opacity; + +uniform float dashSize; +uniform float totalSize; + +varying float vLineDistance; + +#include <common> +#include <color_pars_fragment> +#include <fog_pars_fragment> +#include <logdepthbuf_pars_fragment> + +void main() { + + if ( mod( vLineDistance, totalSize ) > dashSize ) { + + discard; + + } + + vec3 outgoingLight = vec3( 0.0 ); + vec4 diffuseColor = vec4( diffuse, opacity ); + + #include <logdepthbuf_fragment> + #include <color_fragment> + + outgoingLight = diffuseColor.rgb; // simple shader + + #include <fog_fragment> + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/linedashed_vert.glsl
@@ -0,0 +1,21 @@ +uniform float scale; +attribute float lineDistance; + +varying float vLineDistance; + +#include <common> +#include <color_pars_vertex> +#include <logdepthbuf_pars_vertex> + +void main() { + + #include <color_vertex> + + vLineDistance = scale * lineDistance; + + vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 ); + gl_Position = projectionMatrix * mvPosition; + + #include <logdepthbuf_vertex> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl
@@ -0,0 +1,49 @@ +uniform vec3 diffuse; +uniform float opacity; + +#ifndef FLAT_SHADED + + varying vec3 vNormal; + +#endif + +#include <common> +#include <color_pars_fragment> +#include <uv_pars_fragment> +#include <uv2_pars_fragment> +#include <map_pars_fragment> +#include <alphamap_pars_fragment> +#include <aomap_pars_fragment> +#include <envmap_pars_fragment> +#include <fog_pars_fragment> +#include <specularmap_pars_fragment> +#include <logdepthbuf_pars_fragment> + +void main() { + + vec4 diffuseColor = vec4( diffuse, opacity ); + + #include <logdepthbuf_fragment> + #include <map_fragment> + #include <color_fragment> + #include <alphamap_fragment> + #include <alphatest_fragment> + #include <specularmap_fragment> + + ReflectedLight reflectedLight; + reflectedLight.directDiffuse = vec3( 0.0 ); + reflectedLight.directSpecular = vec3( 0.0 ); + reflectedLight.indirectDiffuse = diffuseColor.rgb; + reflectedLight.indirectSpecular = vec3( 0.0 ); + + #include <aomap_fragment> + + vec3 outgoingLight = reflectedLight.indirectDiffuse; + + #include <envmap_fragment> + #include <linear_to_gamma_fragment> + #include <fog_fragment> + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/meshbasic_vert.glsl
@@ -0,0 +1,35 @@ +#include <common> +#include <uv_pars_vertex> +#include <uv2_pars_vertex> +#include <envmap_pars_vertex> +#include <color_pars_vertex> +#include <morphtarget_pars_vertex> +#include <skinning_pars_vertex> +#include <logdepthbuf_pars_vertex> + +void main() { + + #include <uv_vertex> + #include <uv2_vertex> + #include <color_vertex> + #include <skinbase_vertex> + + #ifdef USE_ENVMAP + + #include <beginnormal_vertex> + #include <morphnormal_vertex> + #include <skinnormal_vertex> + #include <defaultnormal_vertex> + + #endif + + #include <begin_vertex> + #include <morphtarget_vertex> + #include <skinning_vertex> + #include <project_vertex> + #include <logdepthbuf_vertex> + + #include <worldpos_vertex> + #include <envmap_vertex> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl
@@ -0,0 +1,78 @@ +uniform vec3 diffuse; +uniform vec3 emissive; +uniform float opacity; + +varying vec3 vLightFront; + +#ifdef DOUBLE_SIDED + + varying vec3 vLightBack; + +#endif + +#include <common> +#include <color_pars_fragment> +#include <uv_pars_fragment> +#include <uv2_pars_fragment> +#include <map_pars_fragment> +#include <alphamap_pars_fragment> +#include <aomap_pars_fragment> +#include <lightmap_pars_fragment> +#include <emissivemap_pars_fragment> +#include <envmap_pars_fragment> +#include <bsdfs> +#include <ambient_pars> +#include <lights_pars> +#include <fog_pars_fragment> +#include <shadowmap_pars_fragment> +#include <shadowmask_pars_fragment> +#include <specularmap_pars_fragment> +#include <logdepthbuf_pars_fragment> + +void main() { + + vec4 diffuseColor = vec4( diffuse, opacity ); + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveLight = emissive; + + #include <logdepthbuf_fragment> + #include <map_fragment> + #include <color_fragment> + #include <alphamap_fragment> + #include <alphatest_fragment> + #include <specularmap_fragment> + #include <emissivemap_fragment> + + // accumulation + reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor ); + + #include <lightmap_fragment> + + reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ); + + #ifdef DOUBLE_SIDED + + reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack; + + #else + + reflectedLight.directDiffuse = vLightFront; + + #endif + + reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask(); + + // modulation + #include <aomap_fragment> + + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight; + + #include <envmap_fragment> + + #include <linear_to_gamma_fragment> + + #include <fog_fragment> + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/meshlambert_vert.glsl
@@ -0,0 +1,46 @@ +#define LAMBERT + +varying vec3 vLightFront; + +#ifdef DOUBLE_SIDED + + varying vec3 vLightBack; + +#endif + +#include <common> +#include <uv_pars_vertex> +#include <uv2_pars_vertex> +#include <envmap_pars_vertex> +#include <bsdfs> +#include <lights_pars> +#include <color_pars_vertex> +#include <morphtarget_pars_vertex> +#include <skinning_pars_vertex> +#include <shadowmap_pars_vertex> +#include <logdepthbuf_pars_vertex> + +void main() { + + #include <uv_vertex> + #include <uv2_vertex> + #include <color_vertex> + + #include <beginnormal_vertex> + #include <morphnormal_vertex> + #include <skinbase_vertex> + #include <skinnormal_vertex> + #include <defaultnormal_vertex> + + #include <begin_vertex> + #include <morphtarget_vertex> + #include <skinning_vertex> + #include <project_vertex> + #include <logdepthbuf_vertex> + + #include <worldpos_vertex> + #include <envmap_vertex> + #include <lights_lambert_vertex> + #include <shadowmap_vertex> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/meshphong_frag.glsl
@@ -0,0 +1,61 @@ +#define PHONG + +uniform vec3 diffuse; +uniform vec3 emissive; +uniform vec3 specular; +uniform float shininess; +uniform float opacity; + +#include <common> +#include <color_pars_fragment> +#include <uv_pars_fragment> +#include <uv2_pars_fragment> +#include <map_pars_fragment> +#include <alphamap_pars_fragment> +#include <aomap_pars_fragment> +#include <lightmap_pars_fragment> +#include <emissivemap_pars_fragment> +#include <envmap_pars_fragment> +#include <fog_pars_fragment> +#include <bsdfs> +#include <ambient_pars> +#include <lights_pars> +#include <lights_phong_pars_fragment> +#include <shadowmap_pars_fragment> +#include <bumpmap_pars_fragment> +#include <normalmap_pars_fragment> +#include <specularmap_pars_fragment> +#include <logdepthbuf_pars_fragment> + +void main() { + + vec4 diffuseColor = vec4( diffuse, opacity ); + ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) ); + vec3 totalEmissiveLight = emissive; + + #include <logdepthbuf_fragment> + #include <map_fragment> + #include <color_fragment> + #include <alphamap_fragment> + #include <alphatest_fragment> + #include <specularmap_fragment> + #include <normal_fragment> + #include <emissivemap_fragment> + + // accumulation + #include <lights_phong_fragment> + #include <lights_template> + + // modulation + #include <aomap_fragment> + + vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight; + + #include <envmap_fragment> + #include <linear_to_gamma_fragment> + + #include <fog_fragment> + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/meshphong_vert.glsl
@@ -0,0 +1,55 @@ +#define PHONG + +varying vec3 vViewPosition; + +#ifndef FLAT_SHADED + + varying vec3 vNormal; + +#endif + +#include <common> +#include <uv_pars_vertex> +#include <uv2_pars_vertex> +#include <displacementmap_pars_vertex> +#include <envmap_pars_vertex> +#include <lights_phong_pars_vertex> +#include <color_pars_vertex> +#include <morphtarget_pars_vertex> +#include <skinning_pars_vertex> +#include <shadowmap_pars_vertex> +#include <logdepthbuf_pars_vertex> + +void main() { + + #include <uv_vertex> + #include <uv2_vertex> + #include <color_vertex> + + #include <beginnormal_vertex> + #include <morphnormal_vertex> + #include <skinbase_vertex> + #include <skinnormal_vertex> + #include <defaultnormal_vertex> + +#ifndef FLAT_SHADED // Normal computed with derivatives when FLAT_SHADED + + vNormal = normalize( transformedNormal ); + +#endif + + #include <begin_vertex> + #include <displacementmap_vertex> + #include <morphtarget_vertex> + #include <skinning_vertex> + #include <project_vertex> + #include <logdepthbuf_vertex> + + vViewPosition = - mvPosition.xyz; + + #include <worldpos_vertex> + #include <envmap_vertex> + #include <lights_phong_vertex> + #include <shadowmap_vertex> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/normal_frag.glsl
@@ -0,0 +1,13 @@ +uniform float opacity; +varying vec3 vNormal; + +#include <common> +#include <logdepthbuf_pars_fragment> + +void main() { + + gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity ); + + #include <logdepthbuf_fragment> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/normal_vert.glsl
@@ -0,0 +1,16 @@ +varying vec3 vNormal; + +#include <common> +#include <morphtarget_pars_vertex> +#include <logdepthbuf_pars_vertex> + +void main() { + + vNormal = normalize( normalMatrix * normal ); + + #include <begin_vertex> + #include <morphtarget_vertex> + #include <project_vertex> + #include <logdepthbuf_vertex> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/points_frag.glsl
@@ -0,0 +1,27 @@ +uniform vec3 diffuse; +uniform float opacity; + +#include <common> +#include <color_pars_fragment> +#include <map_particle_pars_fragment> +#include <fog_pars_fragment> +#include <shadowmap_pars_fragment> +#include <logdepthbuf_pars_fragment> + +void main() { + + vec3 outgoingLight = vec3( 0.0 ); + vec4 diffuseColor = vec4( diffuse, opacity ); + + #include <logdepthbuf_fragment> + #include <map_particle_fragment> + #include <color_fragment> + #include <alphatest_fragment> + + outgoingLight = diffuseColor.rgb; + + #include <fog_fragment> + + gl_FragColor = vec4( outgoingLight, diffuseColor.a ); + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/shaders/ShaderLib/points_vert.glsl
@@ -0,0 +1,25 @@ +uniform float size; +uniform float scale; + +#include <common> +#include <color_pars_vertex> +#include <shadowmap_pars_vertex> +#include <logdepthbuf_pars_vertex> + +void main() { + + #include <color_vertex> + #include <begin_vertex> + #include <project_vertex> + + #ifdef USE_SIZEATTENUATION + gl_PointSize = size * ( scale / - mvPosition.z ); + #else + gl_PointSize = size; + #endif + + #include <logdepthbuf_vertex> + #include <worldpos_vertex> + #include <shadowmap_vertex> + +}
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
src/renderers/webgl/WebGLProgram.js
@@ -194,11 +194,10 @@ THREE.WebGLProgram = ( function () { function parseIncludes( string ) { - var pattern = /#include +<([\w\d.]+)>/g; + var pattern = /#include[ \t]+<([\w\d.]+)>/g; function replace( match, include ) { - - return THREE.ShaderChunk[ include ]; + return parseIncludes( THREE.ShaderChunk[ include ] ); }
true
Other
mrdoob
three.js
8350e0e49b512b1e437a3b8877aad044fee311f9.json
use glsl files for material vert/frag sahders.
utils/build/includes/common.json
@@ -193,8 +193,30 @@ "src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl", "src/renderers/shaders/UniformsUtils.js", "src/renderers/shaders/UniformsLib.js", - "src/renderers/shaders/ShaderLib/meshstandard_vert.glsl", + "src/renderers/shaders/ShaderLib/cube_frag.glsl", + "src/renderers/shaders/ShaderLib/cube_vert.glsl", + "src/renderers/shaders/ShaderLib/depth_frag.glsl", + "src/renderers/shaders/ShaderLib/depth_vert.glsl", + "src/renderers/shaders/ShaderLib/depthRGBA_frag.glsl", + "src/renderers/shaders/ShaderLib/depthRGBA_vert.glsl", + "src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl", + "src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl", + "src/renderers/shaders/ShaderLib/equirect_frag.glsl", + "src/renderers/shaders/ShaderLib/equirect_vert.glsl", + "src/renderers/shaders/ShaderLib/linedashed_frag.glsl", + "src/renderers/shaders/ShaderLib/linedashed_vert.glsl", + "src/renderers/shaders/ShaderLib/meshbasic_frag.glsl", + "src/renderers/shaders/ShaderLib/meshbasic_vert.glsl", + "src/renderers/shaders/ShaderLib/meshlambert_frag.glsl", + "src/renderers/shaders/ShaderLib/meshlambert_vert.glsl", + "src/renderers/shaders/ShaderLib/meshphong_frag.glsl", + "src/renderers/shaders/ShaderLib/meshphong_vert.glsl", "src/renderers/shaders/ShaderLib/meshstandard_frag.glsl", + "src/renderers/shaders/ShaderLib/meshstandard_vert.glsl", + "src/renderers/shaders/ShaderLib/normal_frag.glsl", + "src/renderers/shaders/ShaderLib/normal_vert.glsl", + "src/renderers/shaders/ShaderLib/points_frag.glsl", + "src/renderers/shaders/ShaderLib/points_vert.glsl", "src/renderers/shaders/ShaderLib.js", "src/renderers/WebGLRenderer.js", "src/renderers/WebGLRenderTarget.js",
true
Other
mrdoob
three.js
7fb2830beb15f6d52b81f37a512f7b4276b5f2f4.json
remove envMap encoding macro.
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
@@ -11,12 +11,6 @@ #endif uniform float flipEnvMap; - vec4 envMapTexelToLinear( vec4 value ) { - #define MACRO_DECODE ENVMAP_ENCODING - #include <encoding_template> - #undef MACRO_DECODE - } - #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD ) uniform float refractionRatio;
false
Other
mrdoob
three.js
fbf78109160127c66a124e829b59ca702f73fecf.json
fix skin+morph and timeScale (#9156)
examples/js/loaders/sea3d/SEA3DLoader.js
@@ -569,7 +569,7 @@ THREE.SEA3D.Animator.prototype.getTimeScale = function() { THREE.SEA3D.Animator.prototype.updateTimeScale = function() { - this.currentAnimationAction.setEffectiveTimeScale( this.timeScale * ( this.currentAnimation ? this.currentAnimation.timeScale : 1 ) ); + this.mixer.timeScale = this.timeScale * ( this.currentAnimation ? this.currentAnimation.timeScale : 1 ); }; @@ -580,7 +580,7 @@ THREE.SEA3D.Animator.prototype.play = function( name, crossfade, offset, weight if ( animation == this.currentAnimation ) { if ( offset !== undefined || ! animation.loop ) this.currentAnimationAction.time = offset !== undefined ? offset : - ( this.currentAnimationAction.timeScale >= 0 ? 0 : this.currentAnimation.duration ); + ( this.mixer.timeScale >= 0 ? 0 : this.currentAnimation.duration ); this.currentAnimationAction.setEffectiveWeight( weight !== undefined ? weight : 1 ); this.currentAnimationAction.paused = false; @@ -605,7 +605,7 @@ THREE.SEA3D.Animator.prototype.play = function( name, crossfade, offset, weight this.updateTimeScale(); if ( offset !== undefined || ! animation.loop ) this.currentAnimationAction.time = offset !== undefined ? offset : - ( this.currentAnimationAction.timeScale >= 0 ? 0 : this.currentAnimation.duration ); + ( this.mixer.timeScale >= 0 ? 0 : this.currentAnimation.duration ); this.currentAnimationAction.setEffectiveWeight( weight !== undefined ? weight : 1 ); @@ -928,9 +928,7 @@ THREE.SEA3D.SkinnedMesh = function( geometry, material, useVertexTexture ) { THREE.SEA3D.SkinnedMesh.prototype = Object.create( THREE.SkinnedMesh.prototype ); THREE.SEA3D.SkinnedMesh.prototype.constructor = THREE.SEA3D.SkinnedMesh; -Object.assign( THREE.SEA3D.SkinnedMesh.prototype, THREE.SEA3D.Object3D.prototype ); - -Object.assign( THREE.SEA3D.SkinnedMesh.prototype, THREE.SEA3D.Animator.prototype ); +Object.assign( THREE.SEA3D.SkinnedMesh.prototype, THREE.SEA3D.Mesh.prototype, THREE.SEA3D.Animator.prototype ); THREE.SEA3D.SkinnedMesh.prototype.boneByName = function( name ) { @@ -975,9 +973,7 @@ THREE.SEA3D.VertexAnimationMesh = function( geometry, material ) { THREE.SEA3D.VertexAnimationMesh.prototype = Object.create( THREE.Mesh.prototype ); THREE.SEA3D.VertexAnimationMesh.prototype.constructor = THREE.SEA3D.VertexAnimationMesh; -Object.assign( THREE.SEA3D.VertexAnimationMesh.prototype, THREE.SEA3D.Object3D.prototype ); - -Object.assign( THREE.SEA3D.VertexAnimationMesh.prototype, THREE.SEA3D.Animator.prototype ); +Object.assign( THREE.SEA3D.VertexAnimationMesh.prototype, THREE.SEA3D.Mesh.prototype, THREE.SEA3D.Animator.prototype ); THREE.SEA3D.VertexAnimationMesh.prototype.copy = function( source ) {
false
Other
mrdoob
three.js
e62a212bcd32fa063bd6a03746ba9a3b7213a9a7.json
Fix Sky Shader on Android/S6 (#8382) (#8614) * Fix Sky Shader on Android/S6 (#8382) `exp(n)` does not return the correct value, so I replaced it with `pow(e, n)`. * Editor: Include VRControls/VREffect when needed. * Editor: Workaround for Storage not being ready in time. * Editor: Fixed edit button. * Added comment explaining change in shader function #8382, #8614
examples/js/SkyShader.js
@@ -126,7 +126,10 @@ THREE.ShaderLib[ 'sky' ] = { "float sunIntensity(float zenithAngleCos)", "{", - "return EE * max(0.0, 1.0 - exp(-((cutoffAngle - acos(zenithAngleCos))/steepness)));", + // This function originally used `exp(n)`, but it returns an incorrect value + // on Samsung S6 phones. So it has been replaced with the equivalent `pow(e, n)`. + // See https://github.com/mrdoob/three.js/issues/8382 + "return EE * max(0.0, 1.0 - pow(e, -((cutoffAngle - acos(zenithAngleCos))/steepness)));", "}", "// float logLuminance(vec3 c)",
false
Other
mrdoob
three.js
a889569d4fce1ce6a49d7b1f40502168f6f9139a.json
support texture coordinates in ply parser (#9121)
examples/js/loaders/PLYLoader.js
@@ -346,20 +346,41 @@ THREE.PLYLoader.prototype = { } else if ( elementName === "face" ) { var vertex_indices = element.vertex_indices; + var texcoord = element.texcoord; if ( vertex_indices.length === 3 ) { geometry.faces.push( new THREE.Face3( vertex_indices[ 0 ], vertex_indices[ 1 ], vertex_indices[ 2 ] ) ); + if ( texcoord ) { + geometry.faceVertexUvs[ 0 ].push( [ + new THREE.Vector2( texcoord[ 0 ], texcoord[ 1 ]), + new THREE.Vector2( texcoord[ 2 ], texcoord[ 3 ]), + new THREE.Vector2( texcoord[ 4 ], texcoord[ 5 ]) + ] ); + } + } else if ( vertex_indices.length === 4 ) { geometry.faces.push( new THREE.Face3( vertex_indices[ 0 ], vertex_indices[ 1 ], vertex_indices[ 3 ] ), new THREE.Face3( vertex_indices[ 1 ], vertex_indices[ 2 ], vertex_indices[ 3 ] ) ); + if ( texcoord ) { + geometry.faceVertexUvs[ 0 ].push( [ + new THREE.Vector2( texcoord[ 0 ], texcoord[ 1 ]), + new THREE.Vector2( texcoord[ 2 ], texcoord[ 3 ]), + new THREE.Vector2( texcoord[ 6 ], texcoord[ 7 ]) + ], [ + new THREE.Vector2( texcoord[ 2 ], texcoord[ 3 ]), + new THREE.Vector2( texcoord[ 4 ], texcoord[ 5 ]), + new THREE.Vector2( texcoord[ 6 ], texcoord[ 7 ]) + ] ); + } + } }
false
Other
mrdoob
three.js
5059d33b6fd73d6af9840aec93b4bdf0104d9db9.json
add stencil properties to material
src/loaders/Loader.js
@@ -229,6 +229,8 @@ THREE.Loader.prototype = { break; case 'depthTest': case 'depthWrite': + case 'stencilTest': + case 'stencilWrite': case 'colorWrite': case 'opacity': case 'reflectivity':
true
Other
mrdoob
three.js
5059d33b6fd73d6af9840aec93b4bdf0104d9db9.json
add stencil properties to material
src/loaders/MaterialLoader.js
@@ -70,6 +70,8 @@ THREE.MaterialLoader.prototype = { if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.stencilTest !== undefined ) material.stencilTest = json.stencilTest; + if ( json.stencilWrite !== undefined ) material.stencilWrite = json.stencilWrite; if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
true
Other
mrdoob
three.js
5059d33b6fd73d6af9840aec93b4bdf0104d9db9.json
add stencil properties to material
src/materials/Material.js
@@ -30,6 +30,9 @@ THREE.Material = function () { this.depthTest = true; this.depthWrite = true; + this.stencilTest = false; + this.stencilWrite = false; + this.colorWrite = true; this.precision = null; // override the renderer's default precision for this material @@ -257,6 +260,9 @@ THREE.Material.prototype = { this.depthTest = source.depthTest; this.depthWrite = source.depthWrite; + this.stencilTest = source.stencilTest; + this.stencilWrite = source.stencilWrite; + this.colorWrite = source.colorWrite; this.precision = source.precision;
true
Other
mrdoob
three.js
5059d33b6fd73d6af9840aec93b4bdf0104d9db9.json
add stencil properties to material
src/renderers/WebGLRenderer.js
@@ -1191,10 +1191,12 @@ THREE.WebGLRenderer = function ( parameters ) { } - // Ensure depth buffer writing is enabled so it can be cleared on next render + // Ensure buffer writing is enabled so they can be cleared on next render state.setDepthTest( true ); state.setDepthWrite( true ); + state.setStencilTest( true ); + state.setStencilWrite( true ); state.setColorWrite( true ); // _gl.finish(); @@ -1557,6 +1559,8 @@ THREE.WebGLRenderer = function ( parameters ) { state.setDepthFunc( material.depthFunc ); state.setDepthTest( material.depthTest ); state.setDepthWrite( material.depthWrite ); + state.setStencilTest( material.stencilTest ); + state.setStencilWrite( material.stencilWrite ); state.setColorWrite( material.colorWrite ); state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
true
Other
mrdoob
three.js
5059d33b6fd73d6af9840aec93b4bdf0104d9db9.json
add stencil properties to material
src/renderers/webgl/WebGLState.js
@@ -627,6 +627,7 @@ THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) { currentBlending = null; currentDepthWrite = null; + currentStencilWrite = null; currentColorWrite = null; currentFlipSided = null;
true
Other
mrdoob
three.js
40a7b6fbe489bd131b3955779afb5500f0aae01f.json
add colorWrite support to loaders
src/loaders/Loader.js
@@ -229,6 +229,7 @@ THREE.Loader.prototype = { break; case 'depthTest': case 'depthWrite': + case 'colorWrite': case 'opacity': case 'reflectivity': case 'transparent':
true
Other
mrdoob
three.js
40a7b6fbe489bd131b3955779afb5500f0aae01f.json
add colorWrite support to loaders
src/loaders/MaterialLoader.js
@@ -70,6 +70,7 @@ THREE.MaterialLoader.prototype = { if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest; if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
true
Other
mrdoob
three.js
4847d475f77e3435e9ca95c1ce2a122d6d6c5355.json
add colorWrite to material copy method
src/materials/Material.js
@@ -257,6 +257,8 @@ THREE.Material.prototype = { this.depthTest = source.depthTest; this.depthWrite = source.depthWrite; + this.colorWrite = source.colorWrite; + this.precision = source.precision; this.polygonOffset = source.polygonOffset;
false
Other
mrdoob
three.js
501f2da27291d3244e184bc837953c03e18bf111.json
Optimize Outline rendering of MMD (#9472) * Optimize Outline rendering of MMD * Use Layers instead of visible for MMDHelper.renderOutline() optimization
examples/js/loaders/MMDLoader.js
@@ -4034,6 +4034,12 @@ THREE.MMDHelper.prototype = { add: function ( mesh ) { + if ( ! ( mesh instanceof THREE.SkinnedMesh ) ) { + + throw new Error( 'THREE.MMDHelper.add() accepts only THREE.SkinnedMesh instance.' ); + + } + mesh.mixer = null; mesh.ikSolver = null; mesh.grantSolver = null; @@ -4378,17 +4384,78 @@ THREE.MMDHelper.prototype = { }, - renderOutline: function ( scene, camera ) { + renderOutline: function () { - var tmpEnabled = this.renderer.shadowMap.enabled; - this.renderer.shadowMap.enabled = false; + var invisibledObjects = []; + var setInvisible; + var restoreVisible; - this.setupOutlineRendering(); - this.callRender( scene, camera ); + return function renderOutline( scene, camera ) { - this.renderer.shadowMap.enabled = tmpEnabled; + var self = this; - }, + if ( setInvisible === undefined ) { + + setInvisible = function ( object ) { + + if ( ! object.visible || ! object.layers.test( camera.layers ) ) return; + + // any types else to skip? + if ( object instanceof THREE.Scene || + object instanceof THREE.Bone || + object instanceof THREE.Light || + object instanceof THREE.Camera || + object instanceof THREE.Audio || + object instanceof THREE.AudioListener ) return; + + if ( object instanceof THREE.SkinnedMesh ) { + + for ( var i = 0, il = self.meshes.length; i < il; i ++ ) { + + if ( self.meshes[ i ] === object ) return; + + } + + } + + object.layers.mask &= ~ camera.layers.mask; + invisibledObjects.push( object ); + + }; + + } + + if ( restoreVisible === undefined ) { + + restoreVisible = function () { + + for ( var i = 0, il = invisibledObjects.length; i < il; i ++ ) { + + invisibledObjects[ i ].layers.mask |= camera.layers.mask; + + } + + invisibledObjects.length = 0; + + }; + + } + + scene.traverse( setInvisible ); + + var tmpEnabled = this.renderer.shadowMap.enabled; + this.renderer.shadowMap.enabled = false; + + this.setupOutlineRendering(); + this.callRender( scene, camera ); + + this.renderer.shadowMap.enabled = tmpEnabled; + + restoreVisible(); + + }; + + }(), callRender: function ( scene, camera ) {
false
Other
mrdoob
three.js
9889425cf33bf29796e9ffd1f80a1b8a7cc43304.json
Change Line for LineSegments in ObjLoader (#9533)
examples/js/loaders/OBJLoader.js
@@ -696,11 +696,11 @@ THREE.OBJLoader.prototype = { } var multiMaterial = new THREE.MultiMaterial( createdMaterials ); - mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, multiMaterial ) : new THREE.Line( buffergeometry, multiMaterial ) ); + mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, multiMaterial ) : new THREE.LineSegments( buffergeometry, multiMaterial ) ); } else { - mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ) : new THREE.Line( buffergeometry, createdMaterials[ 0 ] ) ); + mesh = ( ! isLine ? new THREE.Mesh( buffergeometry, createdMaterials[ 0 ] ) : new THREE.LineSegments( buffergeometry, createdMaterials[ 0 ] ) ); } mesh.name = object.name;
false
Other
mrdoob
three.js
4f2f70ece3cbc2e4286a0cd57674513332a99137.json
reduce code bulk, still the darkening bug.
examples/js/postprocessing/MSAAPass.js
@@ -7,15 +7,6 @@ THREE.MSAAPass = function ( scene, camera, params, clearColor, clearAlpha ) { this.scene = scene; this.camera = camera; - // any set of samples in equal area weighting pattern is fine (3 or +4 samples would also work as well) - this.sampleOffsets = []; - this.sampleOffsets[0] = null; - this.sampleOffsets[1] = this.standardDirctX11_MSAA2(); - this.sampleOffsets[2] = this.standardDirctX11_MSAA4(); - this.sampleOffsets[3] = this.standardDirctX11_MSAA8(); - this.sampleOffsets[4] = this.standardDirctX11_MSAA16(); - this.sampleOffsets[5] = this.standardDirctX11_MSAA32(); - this.currentSampleLevel = 4; this.params = params || { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }; @@ -83,7 +74,7 @@ THREE.MSAAPass.prototype = { var camera = ( this.camera || this.scene.camera ); - var currentSampleOffsets = this.sampleOffsets[ Math.max( 0, Math.min( this.currentSampleLevel, 5 ) ) ]; + var currentSampleOffsets = THREE.MSAAPass.JitterVectors[ Math.max( 0, Math.min( this.currentSampleLevel, 5 ) ) ]; if( ! currentSampleOffsets ) { @@ -144,138 +135,105 @@ THREE.MSAAPass.prototype = { renderer.setClearColor( this.oldClearColor, this.oldClearAlpha ); - }, - - // DirectX 11 standard MSAA sample pattern - standardDirctX11_MSAA2: function() { - var vectors = [ - new THREE.Vector3( 4, 4, 0 ), - new THREE.Vector3( -4, -4, 0 ) - ]; - var xfrm = new THREE.Matrix4().makeScale( 1 / 16.0, 1/ 16.0, 0 ); - var vectors2 = []; - for( var i = 0; i < vectors.length; i ++ ) { - vectors2.push( vectors[i].clone().applyMatrix4( xfrm ) ); - } - return vectors2; - }, - - // DirectX 11 standard MSAA sample pattern - standardDirctX11_MSAA4: function() { - var vectors = [ - new THREE.Vector3( -2, -6, 0 ), - new THREE.Vector3( 6, -2, 0 ), - new THREE.Vector3( -6, 2, 0 ), - new THREE.Vector3( 2, 6, 0 ) - ]; - var xfrm = new THREE.Matrix4().makeScale( 1 / 16.0, 1/ 16.0, 0 ); - var vectors2 = []; - for( var i = 0; i < vectors.length; i ++ ) { - vectors2.push( vectors[i].clone().applyMatrix4( xfrm ) ); - } - return vectors2; - }, - - // DirectX 11 standard MSAA sample pattern - standardDirctX11_MSAA8: function() { - var vectors = [ - new THREE.Vector3( 1, -3, 0 ), - new THREE.Vector3( -1, 3, 0 ), - new THREE.Vector3( 5, 1, 0 ), - new THREE.Vector3( -3, -5, 0 ), - new THREE.Vector3( -5, 5, 0 ), - new THREE.Vector3( -7, -1, 0 ), - new THREE.Vector3( 3, 7, 0 ), - new THREE.Vector3( 7, -7, 0 ), - ]; - var xfrm = new THREE.Matrix4().makeScale( 1 / 16.0, 1/ 16.0, 0 ); - var vectors2 = []; - for( var i = 0; i < vectors.length; i ++ ) { - vectors2.push( vectors[i].clone().applyMatrix4( xfrm ) ); - } - return vectors2; - }, + } +}; - // DirectX 11 standard MSAA sample pattern - standardDirctX11_MSAA16: function() { - var vectors = [ - new THREE.Vector3( 1, 1, 0 ), - new THREE.Vector3( -1, -3, 0 ), - new THREE.Vector3( -3, 2, 0 ), - new THREE.Vector3( 4, -1, 0 ), - - new THREE.Vector3( -5, -2, 0 ), - new THREE.Vector3( 2, 5, 0 ), - new THREE.Vector3( 5, 3, 0 ), - new THREE.Vector3( 3, -5, 0 ), - - new THREE.Vector3( -2, 6, 0 ), - new THREE.Vector3( 0, -7, 0 ), - new THREE.Vector3( -4, -6, 0 ), - new THREE.Vector3( -6, 4, 0 ), - - new THREE.Vector3( -8, 0, 0 ), - new THREE.Vector3( 7, -4, 0 ), - new THREE.Vector3( 6, 7, 0 ), - new THREE.Vector3( -7, -8, 0 ), - ]; - var xfrm = new THREE.Matrix4().makeScale( 1 / 16.0, 1/ 16.0, 0 ); - var vectors2 = []; - for( var i = 0; i < vectors.length; i ++ ) { - vectors2.push( vectors[i].clone().applyMatrix4( xfrm ) ); - } - return vectors2; - }, +THREE.MSAAPass.normalizedJitterVectors = function() { + var xfrm = new THREE.Matrix4().makeScale( 1 / 16.0, 1/ 16.0, 0 ); - // based on this: http://images.anandtech.com/reviews/video/NVIDIA/GF100/CSAA.png - standardDirctX11_MSAA32: function() { - var vectors = [ - new THREE.Vector3( -4, -7, 0 ), - new THREE.Vector3( -7, -5, 0 ), - new THREE.Vector3( -3, -5, 0 ), - new THREE.Vector3( -5, -4, 0 ), - - new THREE.Vector3( -1, -4, 0 ), - new THREE.Vector3( -2, -2, 0 ), - new THREE.Vector3( -6, -1, 0 ), - new THREE.Vector3( -4, 0, 0 ), - - new THREE.Vector3( -7, 1, 0 ), - new THREE.Vector3( -1, 2, 0 ), - new THREE.Vector3( -6, 3, 0 ), - new THREE.Vector3( -3, 3, 0 ), - - new THREE.Vector3( -7, 6, 0 ), - new THREE.Vector3( -3, 6, 0 ), - new THREE.Vector3( -5, 7, 0 ), - new THREE.Vector3( -1, 7, 0 ), - - new THREE.Vector3( 5, -7, 0 ), - new THREE.Vector3( 1, -6, 0 ), - new THREE.Vector3( 6, -5, 0 ), - new THREE.Vector3( 4, -4, 0 ), - - new THREE.Vector3( 2, -3, 0 ), - new THREE.Vector3( 7, -2, 0 ), - new THREE.Vector3( 1, -1, 0 ), - new THREE.Vector3( 4, -1, 0 ), - - new THREE.Vector3( 2, 1, 0 ), - new THREE.Vector3( 6, 2, 0 ), - new THREE.Vector3( 0, 4, 0 ), - new THREE.Vector3( 4, 4, 0 ), - - new THREE.Vector3( 2, 5, 0 ), - new THREE.Vector3( 7, 5, 0 ), - new THREE.Vector3( 5, 6, 0 ), - new THREE.Vector3( 3, 7, 0 ), - ]; - var xfrm = new THREE.Matrix4().makeScale( 1 / 16.0, 1/ 16.0, 0 ); + return function( jitterVectors ) { var vectors2 = []; - for( var i = 0; i < vectors.length; i ++ ) { - vectors2.push( vectors[i].clone().applyMatrix4( xfrm ) ); + for( var i = 0; i < jitterVectors.length; i ++ ) { + vectors2.push( new THREE.Vector3( jitterVectors[i][0], jitterVectors[i][0] ).applyMatrix4( xfrm ) ); } return vectors2; } - -}; +}(), + +THREE.MSAAPass.JitterVectors = [ + THREE.MSAAPass.normalizedJitterVectors( [ + [ 0, 0 ] + ] ), + THREE.MSAAPass.normalizedJitterVectors( [ + [ 4, 4 ], + [ -4, -4 ] + ] ), + THREE.MSAAPass.normalizedJitterVectors( [ + [ -2, -6 ], + [ 6, -2 ], + [ -6, 2 ], + [ 2, 6 ] + ] ), + THREE.MSAAPass.normalizedJitterVectors( [ + [ 1, -3 ], + [ -1, 3 ], + [ 5, 1 ], + [ -3, -5 ], + [ -5, 5 ], + [ -7, -1 ], + [ 3, 7 ], + [ 7, -7 ] + ] ), + THREE.MSAAPass.normalizedJitterVectors( [ + [ 1, 1 ], + [ -1, -3 ], + [ -3, 2 ], + [ 4, -1 ], + + [ -5, -2 ], + [ 2, 5 ], + [ 5, 3 ], + [ 3, -5 ], + + [ -2, 6 ], + [ 0, -7 ], + [ -4, -6 ], + [ -6, 4 ], + + [ -8, 0 ], + [ 7, -4 ], + [ 6, 7 ], + [ -7, -8 ] + ] ), + THREE.MSAAPass.normalizedJitterVectors( [ + [ -4, -7 ], + [ -7, -5 ], + [ -3, -5 ], + [ -5, -4 ], + + [ -1, -4 ], + [ -2, -2 ], + [ -6, -1 ], + [ -4, 0 ], + + [ -7, 1 ], + [ -1, 2 ], + [ -6, 3 ], + [ -3, 3 ], + + [ -7, 6 ], + [ -3, 6 ], + [ -5, 7 ], + [ -1, 7 ], + + [ 5, -7 ], + [ 1, -6 ], + [ 6, -5 ], + [ 4, -4 ], + + [ 2, -3 ], + [ 7, -2 ], + [ 1, -1 ], + [ 4, -1 ], + + [ 2, 1 ], + [ 6, 2 ], + [ 0, 4 ], + [ 4, 4 ], + + [ 2, 5 ], + [ 7, 5 ], + [ 5, 6 ], + [ 3, 7 ] + ] ) +];
true
Other
mrdoob
three.js
4f2f70ece3cbc2e4286a0cd57674513332a99137.json
reduce code bulk, still the darkening bug.
examples/webgl_postprocessing_msaa.html
@@ -48,8 +48,6 @@ renderer.setSize( window.innerWidth, window.innerHeight ); document.body.appendChild( renderer.domElement ); - // - camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 ); camera.position.z = 400; @@ -66,10 +64,9 @@ // postprocessing composer = new THREE.EffectComposer( renderer ); - //composer.addPass( new THREE.RenderPass( scene, camera ) ); var massPass = new THREE.MSAAPass( scene, camera, new THREE.Color( 1.0, 1.0, 1.0 ), 1.0 ); - massPass.currentSampleLevel = 1; + massPass.currentSampleLevel = 4; composer.addPass( massPass ); var copyPass = new THREE.ShaderPass(THREE.CopyShader);
true
Other
mrdoob
three.js
1b5eeee7ec2b3ada3783ef3977cb8a5a50638809.json
add links to helpful websites.
src/renderers/shaders/ShaderChunk/encodings.glsl
@@ -1,3 +1,5 @@ +// For a discussion of what this is, please read this: http://lousodrome.net/blog/light/2013/05/26/gamma-correct-and-hdr-rendering-in-a-32-bits-buffer/ + // These encodings should have the same integer values as THREE.Linear, THREE.sRGB, etc... #define ENCODING_Linear 3000 #define ENCODING_sRGB 3001 @@ -23,7 +25,7 @@ vec4 texelDecode( in vec4 encodedTexel, in int encoding ) { return vec4( encodedTexel.xyz * exp2( encodedTexel.w*256.0 - 128.0 ), 1.0 ); } - // TODO + // TODO, see here http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html //if( encoding == ENCODING_LogLuv ) { //} @@ -63,7 +65,7 @@ vec4 texelEncode( in vec4 linearRgba, in int encoding ) return vec4( linearRgba.rgb / exp2(fExp), (fExp + 128.0) / 255.0 ); } - // TODO + // TODO, see here http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html //if( encoding == ENCODING_LogLuv ) { //}
false
Other
mrdoob
three.js
86c290a276d22f6dc4ec03b0e5a8c13e2e36ae74.json
fix resize window
examples/webgl_postprocessing.html
@@ -97,6 +97,7 @@ camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); + composer.setSize( window.innerWidth, window.innerHeight ); }
true
Other
mrdoob
three.js
86c290a276d22f6dc4ec03b0e5a8c13e2e36ae74.json
fix resize window
examples/webgl_postprocessing_glitch.html
@@ -120,6 +120,7 @@ camera.updateProjectionMatrix(); renderer.setSize( window.innerWidth, window.innerHeight ); + composer.setSize( window.innerWidth, window.innerHeight ); }
true
Other
mrdoob
three.js
cb908242866321e223ccd473d38657382a8e2909.json
add implicit declaration
examples/js/postprocessing/ShaderPass.js
@@ -2,20 +2,31 @@ * @author alteredq / http://alteredqualia.com/ */ -THREE.ShaderPass = function ( shader, textureID ) { +THREE.ShaderPass = function( shader, textureID ) { this.textureID = ( textureID !== undefined ) ? textureID : "tDiffuse"; - this.uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + if ( shader instanceof THREE.ShaderMaterial ) { - this.material = new THREE.ShaderMaterial( { + this.uniforms = shader.uniforms; - defines: shader.defines || {}, - uniforms: this.uniforms, - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader + this.material = shader; - } ); + } + else if ( shader ) { + + this.uniforms = THREE.UniformsUtils.clone( shader.uniforms ); + + this.material = new THREE.ShaderMaterial( { + + defines: shader.defines || {}, + uniforms: this.uniforms, + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + + } ); + + } this.renderToScreen = false; @@ -25,7 +36,7 @@ THREE.ShaderPass = function ( shader, textureID ) { this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); - this.scene = new THREE.Scene(); + this.scene = new THREE.Scene(); this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null ); this.scene.add( this.quad ); @@ -34,7 +45,7 @@ THREE.ShaderPass = function ( shader, textureID ) { THREE.ShaderPass.prototype = { - render: function ( renderer, writeBuffer, readBuffer, delta ) { + render: function( renderer, writeBuffer, readBuffer, delta ) { if ( this.uniforms[ this.textureID ] ) {
false
Other
mrdoob
three.js
42a9faa1242f5440c71c34570e6437c8c6d92028.json
add time scale
examples/js/materials/nodes/utils/TimeNode.js
@@ -7,6 +7,7 @@ THREE.TimeNode = function( value ) { THREE.FloatNode.call( this, value ); this.requestUpdate = true; + this.scale = 1; }; @@ -15,6 +16,6 @@ THREE.TimeNode.prototype.constructor = THREE.TimeNode; THREE.TimeNode.prototype.updateAnimation = function( delta ) { - this.number += delta; + this.number += delta * this.scale; };
false
Other
mrdoob
three.js
02ee56a8174ff65b777209cf3135123b05646441.json
fix caustic projection
examples/webgl_materials_nodes.html
@@ -1025,10 +1025,9 @@ var worldPos = new THREE.PositionNode( THREE.PositionNode.WORLD ); var worldPosTop = new THREE.SwitchNode( worldPos, 'xz' ); - var pos = new THREE.PositionNode( THREE.PositionNode.WORLD ); - var posNorm = new THREE.Math1Node( pos, THREE.Math1Node.NORMALIZE ); + var worldNormal = new THREE.NormalNode( THREE.NormalNode.WORLD ); - var mask = new THREE.SwitchNode( posNorm, 'y' ); + var mask = new THREE.SwitchNode( worldNormal, 'y' ); // clamp0at1 mask = new THREE.Math1Node( mask, THREE.Math1Node.SAT );
false
Other
mrdoob
three.js
7b8aad6fded9cbb716b7225b024e26ab612f0251.json
allow redefine nodes dynamically
examples/js/materials/nodes/ConstNode.js
@@ -4,12 +4,28 @@ THREE.ConstNode = function( name, useDefine ) { - name = name || THREE.ConstNode.PI; + THREE.TempNode.call( this ); - var rDeclaration = /^([a-z_0-9]+)\s([a-z_0-9]+)\s?\=(.*?)\;/i; - var type = 'fv1'; + this.parse( name || THREE.ConstNode.PI, useDefine ); + +}; + +THREE.ConstNode.prototype = Object.create( THREE.TempNode.prototype ); +THREE.ConstNode.prototype.constructor = THREE.ConstNode; + +THREE.ConstNode.PI = 'PI'; +THREE.ConstNode.PI2 = 'PI2'; +THREE.ConstNode.RECIPROCAL_PI = 'RECIPROCAL_PI'; +THREE.ConstNode.RECIPROCAL_PI2 = 'RECIPROCAL_PI2'; +THREE.ConstNode.LOG2 = 'LOG2'; +THREE.ConstNode.EPSILON = 'EPSILON'; + +THREE.ConstNode.prototype.parse = function( src, useDefine ) { + + var name, type; - var match = name.match( rDeclaration ); + var rDeclaration = /^([a-z_0-9]+)\s([a-z_0-9]+)\s?\=(.*?)\;/i; + var match = src.match( rDeclaration ); if ( match && match.length > 1 ) { @@ -28,22 +44,17 @@ THREE.ConstNode = function( name, useDefine ) { } } + else { - this.name = name; - - THREE.TempNode.call( this, type ); + name = src; + type = 'fv1'; -}; + } -THREE.ConstNode.prototype = Object.create( THREE.TempNode.prototype ); -THREE.ConstNode.prototype.constructor = THREE.ConstNode; + this.name = name; + this.type = type; -THREE.ConstNode.PI = 'PI'; -THREE.ConstNode.PI2 = 'PI2'; -THREE.ConstNode.RECIPROCAL_PI = 'RECIPROCAL_PI'; -THREE.ConstNode.RECIPROCAL_PI2 = 'RECIPROCAL_PI2'; -THREE.ConstNode.LOG2 = 'LOG2'; -THREE.ConstNode.EPSILON = 'EPSILON'; +}; THREE.ConstNode.prototype.generate = function( builder, output ) {
true
Other
mrdoob
three.js
7b8aad6fded9cbb716b7225b024e26ab612f0251.json
allow redefine nodes dynamically
examples/js/materials/nodes/accessors/CameraNode.js
@@ -6,9 +6,34 @@ THREE.CameraNode = function( scope, camera ) { THREE.TempNode.call( this, 'v3' ); - this.scope = scope || THREE.CameraNode.POSITION; + this.setScope( scope || THREE.CameraNode.POSITION ); this.camera = camera; + this.requestUpdate = this.camera !== undefined; + +}; + +THREE.CameraNode.prototype = Object.create( THREE.TempNode.prototype ); +THREE.CameraNode.prototype.constructor = THREE.CameraNode; + +THREE.CameraNode.POSITION = 'position'; +THREE.CameraNode.DEPTH = 'depth'; + +THREE.CameraNode.prototype.setScope = function( scope ) { + + switch ( this.scope ) { + + case THREE.CameraNode.DEPTH: + + delete this.near; + delete this.far; + + break; + + } + + this.scope = scope; + switch ( scope ) { case THREE.CameraNode.DEPTH: @@ -20,16 +45,8 @@ THREE.CameraNode = function( scope, camera ) { } - this.requestUpdate = this.camera !== undefined; - }; -THREE.CameraNode.prototype = Object.create( THREE.TempNode.prototype ); -THREE.CameraNode.prototype.constructor = THREE.CameraNode; - -THREE.CameraNode.POSITION = 'position'; -THREE.CameraNode.DEPTH = 'depth'; - THREE.CameraNode.prototype.getType = function( builder ) { switch ( this.scope ) {
true
Other
mrdoob
three.js
a1f61d30070ea13ff7b4446765ad0f46b2069b9a.json
add comment for texture transparency detection
examples/js/loaders/MMDLoader.js
@@ -2200,6 +2200,7 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress if ( m.map !== null ) { + // Check if this part of the texture image the material uses requires transparency function checkTextureTransparency ( m ) { m.map.readyCallbacks.push( function ( t ) {
false
Other
mrdoob
three.js
bbb6c648ee73c8d36f00d2838f82b5041f49ca4c.json
remove unused shareDepthFrom
docs/api/renderers/WebGLRenderTarget.html
@@ -88,11 +88,6 @@ <h3>[property:boolean generateMipmaps]</h3> Whether to generate mipmaps (if possible) for a texture. True by default. </div> - <h3>[property:WebGLRenderTarget shareDepthFrom]</h3> - <div> - Shares the depth from another WebGLRenderTarget. Default is null. - </div> - <h2>Methods</h2>
true
Other
mrdoob
three.js
bbb6c648ee73c8d36f00d2838f82b5041f49ca4c.json
remove unused shareDepthFrom
editor/js/libs/tern-threejs/threejs.js
@@ -5292,10 +5292,6 @@ "!type": "boolean", "!doc": "Whether to generate mipmaps (if possible) for a texture. True by default." }, - "shareDepthFrom": { - "!type": "+THREE.WebGLRenderTarget", - "!doc": "Shares the depth from another WebGLRenderTarget. Default is null." - }, "setSize": { "!type": "fn(width: number, height: number)", "!doc": "Sets the size of the renderTarget."
true
Other
mrdoob
three.js
bbb6c648ee73c8d36f00d2838f82b5041f49ca4c.json
remove unused shareDepthFrom
src/renderers/WebGLRenderTarget.js
@@ -70,8 +70,6 @@ THREE.WebGLRenderTarget.prototype = { this.depthBuffer = source.depthBuffer; this.stencilBuffer = source.stencilBuffer; - this.shareDepthFrom = source.shareDepthFrom; - return this; },
true
Other
mrdoob
three.js
48566c27fe5365ced395499412f24a0e6ad8d110.json
add PMREM to materials_standard.
examples/webgl_materials_standard.html
@@ -51,6 +51,12 @@ <script src="js/controls/TrackballControls.js"></script> <script src="js/loaders/OBJLoader.js"></script> + <script src="js/loaders/RGBELoader.js"></script> + <script src="js/loaders/HDRCubeTextureLoader.js"></script> + <script src="js/Half.js"></script> + <script src="js/Encodings.js"></script> + <script src="js/pmrem/PMREMGenerator.js"></script> + <script src="js/pmrem/PMREMCubeUVPacker.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> @@ -87,6 +93,21 @@ controls = new THREE.TrackballControls( camera ); + // + + renderer = new THREE.WebGLRenderer( { antialias: true } ); + renderer.setClearColor( 0x202020 ); + renderer.setPixelRatio( window.devicePixelRatio ); + renderer.setSize( window.innerWidth, window.innerHeight ); + container.appendChild( renderer.domElement ); + + renderer.autoClear = false; + renderer.gammaInput = true; + renderer.gammaOutput = true; + renderer.toneMapping = THREE.ReinhardToneMapping; + renderer.toneMappingExposure = 3; + + scene = new THREE.Scene(); sceneCube = new THREE.Scene(); @@ -111,7 +132,7 @@ var shader = THREE.ShaderLib[ "cube" ]; shader.uniforms[ "tCube" ].value = textureCube; - var material = new THREE.ShaderMaterial( { + var materialBG = new THREE.ShaderMaterial( { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, @@ -121,18 +142,18 @@ } ), - mesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), material ); + mesh = new THREE.Mesh( new THREE.BoxGeometry( 100, 100, 100 ), materialBG ); sceneCube.add( mesh ); // var path = 'models/obj/cerberus/'; var loader = new THREE.OBJLoader(); + var material = new THREE.MeshStandardMaterial(); loader.load( path + 'Cerberus.obj', function ( group ) { // var material = new THREE.MeshBasicMaterial( { wireframe: true } ); - var material = new THREE.MeshStandardMaterial(); var loader = new THREE.TextureLoader(); @@ -143,7 +164,6 @@ material.roughnessMap = loader.load( path + 'Cerberus_R.jpg' ); material.metalnessMap = loader.load( path + 'Cerberus_M.jpg' ); material.normalMap = loader.load( path + 'Cerberus_N.jpg' ); - material.envMap = textureCube; material.map.wrapS = THREE.RepeatWrapping; material.roughnessMap.wrapS = THREE.RepeatWrapping; @@ -166,17 +186,28 @@ } ); - // + var genCubeUrls = function( prefix, postfix ) { + return [ + prefix + 'px' + postfix, prefix + 'nx' + postfix, + prefix + 'py' + postfix, prefix + 'ny' + postfix, + prefix + 'pz' + postfix, prefix + 'nz' + postfix + ]; + }; - renderer = new THREE.WebGLRenderer( { antialias: true } ); - renderer.setClearColor( 0x202020 ); - renderer.setPixelRatio( window.devicePixelRatio ); - renderer.setSize( window.innerWidth, window.innerHeight ); - container.appendChild( renderer.domElement ); + var hdrUrls = genCubeUrls( "./textures/cube/pisaHDR/", ".hdr" ); + new THREE.HDRCubeTextureLoader().load( THREE.UnsignedByteType, hdrUrls, function ( hdrCubeMap ) { - renderer.autoClear = false; - renderer.gammaInput = true; - renderer.gammaOutput = true; + var pmremGenerator = new THREE.PMREMGenerator( hdrCubeMap ); + pmremGenerator.update( renderer ); + + var pmremCubeUVPacker = new THREE.PMREMCubeUVPacker( pmremGenerator.cubeLods ); + pmremCubeUVPacker.update( renderer ); + + hdrCubeRenderTarget = pmremCubeUVPacker.CubeUVRenderTarget; + + material.envMap = hdrCubeRenderTarget; + material.needsUpdate = true; + } ); //
false
Other
mrdoob
three.js
6af12202b1c42ed71ba5071db64d8fdcfa40e207.json
add max(... EPSILON) to new G_GGX_SmithCorrelated
src/renderers/shaders/ShaderChunk/bsdfs.glsl
@@ -75,7 +75,7 @@ float G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const i float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) ); float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) ); - return 0.5 / ( gv + gl ); + return 0.5 / max( gv + gl, EPSILON ); }
false
Other
mrdoob
three.js
2c1a73cee6883b8a99033a84ce6cb36dde630a6a.json
add comment based on WestLangley's suggestion.
src/renderers/shaders/ShaderChunk/bsdfs.glsl
@@ -71,6 +71,7 @@ float G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const i float a2 = pow2( alpha ); + // dotNL and dotNV are explicitly swapped. This is not a mistake. float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) ); float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );
false
Other
mrdoob
three.js
de61a95cefa648f74bdc807b593149d4cb9bdde4.json
Reset texture state
src/renderers/webgl/WebGLState.js
@@ -668,6 +668,9 @@ THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) { compressedTextureFormats = null; + currentTextureSlot = undefined; + currentBoundTextures = {}; + currentBlending = null; currentColorWrite = null;
false
Other
mrdoob
three.js
b2e731425307118723462af04c3c09a5657f77ba.json
fix sRGB encoding, missing constant.
src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl
@@ -15,7 +15,7 @@ vec4 sRGBToLinear( in vec4 value ) { return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w ); } vec4 LinearTosRGB( in vec4 value ) { - return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w ); + return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w ); } vec4 RGBEToLinear( in vec4 value ) {
false
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/canvas_ascii_effect.html
@@ -116,8 +116,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/canvas_camera_orthographic.html
@@ -145,8 +145,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/canvas_camera_orthographic2.html
@@ -208,8 +208,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/canvas_geometry_birds.html
@@ -420,8 +420,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/canvas_geometry_cube.html
@@ -193,8 +193,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_animation_skinning_blending.html
@@ -235,6 +235,8 @@ requestAnimationFrame( animate, renderer.domElement ); + stats.begin(); + // step forward in time based on whether we're stepping and scale var scale = gui.getTimeScale(); @@ -248,7 +250,7 @@ gui.update( blendMesh.mixer.time ); renderer.render( scene, camera ); - stats.update(); + stats.end(); // if we are stepping, consume time // ( will equal step size next time a single step is desired )
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_animation_skinning_morph.html
@@ -635,8 +635,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); if ( showMemInfo ) {
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_materials_displacementmap.html
@@ -284,9 +284,9 @@ controls.update(); + stats.begin(); render(); - - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_materials_envmaps_hdr.html
@@ -257,8 +257,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_materials_texture_manualmipmap.html
@@ -240,8 +240,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_materials_transparency.html
@@ -214,8 +214,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_materials_variations_phong.html
@@ -215,8 +215,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_postprocessing_advanced.html
@@ -359,8 +359,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_postprocessing_dof.html
@@ -278,8 +278,9 @@ requestAnimationFrame( animate, renderer.domElement ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_postprocessing_godrays.html
@@ -255,8 +255,9 @@ requestAnimationFrame( animate, renderer.domElement ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_postprocessing_msaa.html
@@ -164,6 +164,8 @@ requestAnimationFrame( animate ); + stats.begin(); + for ( var i = 0; i < scene.children.length; i ++ ) { var child = scene.children[ i ]; @@ -174,8 +176,7 @@ } composer.render(); - - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_postprocessing_smaa.html
@@ -108,6 +108,8 @@ requestAnimationFrame( animate ); + stats.begin(); + for ( var i = 0; i < scene.children.length; i ++ ) { var child = scene.children[ i ]; @@ -119,7 +121,7 @@ composer.render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_postprocessing_ssao.html
@@ -191,8 +191,9 @@ function animate() { requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); } function render() {
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_shading_physical.html
@@ -429,8 +429,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_shadowmap_performance.html
@@ -369,8 +369,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
dfd876dff214710fedd3ccc4147cf56cd13c9f32.json
finer grain timing.
examples/webgl_tonemapping.html
@@ -252,8 +252,9 @@ requestAnimationFrame( animate ); + stats.begin(); render(); - stats.update(); + stats.end(); }
true
Other
mrdoob
three.js
f053a9268ce175aeccdbb67d9fe0dbc4a864597a.json
add comments to PMREM generator and packer.
examples/js/pmrem/PMREMCubeUVPacker.js
@@ -1,6 +1,16 @@ /** * @author Prashant Sharma / spidersharma03 * @author Ben Houston / bhouston, https://clara.io + * + * This class takes the cube lods(corresponding to different roughness values), and creates a single cubeUV + * Texture. The format for a given roughness set of faces is simply:: + * +X+Y+Z + * -X-Y-Z + * For every roughness a mip map chain is also saved, which is essential to remove the texture artifacts due to + * minification. + * Right now for every face a PlaneMesh is drawn, which leads to a lot of geometry draw calls, but can be replaced + * later by drawing a single buffer and by sending the appropriate faceIndex via vertex attributes. + * The arrangement of the faces is fixed, as assuming this arrangement, the sampling function has been written. */
true
Other
mrdoob
three.js
f053a9268ce175aeccdbb67d9fe0dbc4a864597a.json
add comments to PMREM generator and packer.
examples/js/pmrem/PMREMGenerator.js
@@ -1,6 +1,14 @@ /** * @author Prashant Sharma / spidersharma03 * @author Ben Houston / bhouston, https://clara.io + * + * To avoid cube map seams, I create an extra pixel around each face. This way when the cube map is + * sampled by an application later(with a little care by sampling the centre of the texel), the extra 1 border + * of pixels makes sure that there is no seams artifacts present. This works perfectly for cubeUV format as + * well where the 6 faces can be arranged in any manner whatsoever. + * Code in the beginning of fragment shader's main function does this job for a given resolution. + * Run Scene_PMREM_Test.html in the examples directory to see the sampling from the cube lods generated + * by this class. */ THREE.PMREMGenerator = function( sourceTexture ) { @@ -37,6 +45,7 @@ var size = this.resolution; var params = { format: this.sourceTexture.format, magFilter: this.sourceTexture.magFilter, minFilter: this.sourceTexture.minFilter, type: this.sourceTexture.type }; + // how many LODs fit in the given CubeUV Texture. this.numLods = Math.log2( size ) - 2; for ( var i = 0; i < this.numLods; i ++ ) { var renderTarget = new THREE.WebGLRenderTargetCube( size, size, params ); @@ -66,6 +75,19 @@ THREE.PMREMGenerator.prototype = { constructor : THREE.PMREMGenerator, + /* + * Prashant Sharma / spidersharma03: More thought and work is needed here. + * Right now it's a kind of a hack to use the previously convolved map to convolve the current one. + * I tried to use the original map to convolve all the lods, but for many textures(specially the high frequency) + * even a high number of samples(1024) dosen't lead to satisfactory results. + * By using the previous convolved maps, a lower number of samples are generally sufficient(right now 32, which + * gives okay results unless we see the reflection very carefully, or zoom in too much), however the math + * goes wrong as the distribution function tries to sample a larger area than what it should be. So I simply scaled + * the roughness by 0.9(totally empirical) to try to visually match the original result. + * The condition "if(i <5)" is also an attemt to make the result match the original result. + * This method requires the most amount of thinking I guess. Here is a paper which we could try to implement in future:: + * http://http.developer.nvidia.com/GPUGems3/gpugems3_ch20.html + */ update: function( renderer ) { this.shader.uniforms[ "envMap" ].value = this.sourceTexture; @@ -78,7 +100,7 @@ THREE.PMREMGenerator.prototype = { for ( var i = 0; i < this.numLods; i ++ ) { var r = i / ( this.numLods - 1 ); - this.shader.uniforms[ "roughness" ].value = r * 0.9; + this.shader.uniforms[ "roughness" ].value = r * 0.9; // see comment above, pragmatic choice var size = this.cubeLods[ i ].width; this.shader.uniforms[ "mapSize" ].value = size; this.renderToCubeMapTarget( renderer, this.cubeLods[ i ] );
true
Other
mrdoob
three.js
8d5203fd2f43235c23e0d059b802e207cce69fa8.json
prevent NaN values in .normalizeNormals
src/core/BufferGeometry.js
@@ -818,9 +818,13 @@ THREE.BufferGeometry.prototype = { n = 1.0 / Math.sqrt( x * x + y * y + z * z ); - normals[ i ] *= n; - normals[ i + 1 ] *= n; - normals[ i + 2 ] *= n; + if( isFinite( n ) ) { + + normals[ i ] *= n; + normals[ i + 1 ] *= n; + normals[ i + 2 ] *= n; + + } }
false
Other
mrdoob
three.js
b1c0f302710766d0ac7610891c6809e80cddbc24.json
adopt setFromMatrixColumn in orbit controls.
examples/js/controls/OrbitControls.js
@@ -295,11 +295,7 @@ THREE.OrbitControls = function ( object, domElement ) { return function panLeft( distance, objectMatrix ) { - var te = objectMatrix.elements; - - // get X column of objectMatrix - v.set( te[ 0 ], te[ 1 ], te[ 2 ] ); - + v.setFromMatrixColumn( 0, objectMatrix ); // get X column of objectMatrix v.multiplyScalar( - distance ); panOffset.add( v ); @@ -314,11 +310,7 @@ THREE.OrbitControls = function ( object, domElement ) { return function panUp( distance, objectMatrix ) { - var te = objectMatrix.elements; - - // get Y column of objectMatrix - v.set( te[ 4 ], te[ 5 ], te[ 6 ] ); - + v.setFromMatrixColumn( 1, objectMatrix ); // get Y column of objectMatrix v.multiplyScalar( distance ); panOffset.add( v );
false
Other
mrdoob
three.js
89b3d0babe1ce013d2cec1b12f2f6e2ec890e96d.json
Normalize all line endings in an OBJ file (#9633) `String.prototype.replace` only targets and replaces the first occurrence of a string. By using a regex with the global flag, all instances of a pattern are replaced.
examples/js/loaders/OBJLoader.js
@@ -412,7 +412,7 @@ THREE.OBJLoader.prototype = { if ( text.indexOf( '\r\n' ) !== - 1 ) { // This is faster than String.split with regex that splits on both - text = text.replace( '\r\n', '\n' ); + text = text.replace( /\r\n/g, '\n' ); }
false
Other
mrdoob
three.js
10adc957a6c52fa6e49495d31f7fcddf0f25e9b9.json
Add rollup-watch to dev dependencies (#9404) * Add rollup-watch to dev dependencies * Remove chokidar-cli from devDependencies - fixes #9598
package.json
@@ -21,7 +21,7 @@ }, "scripts": { "build": "rollup -c", - "build-uglify": "rollup -c && uglifyjs build/three.js -cm --preamble \"\/\/ threejs.org\/license\" > build/three.min.js", + "build-uglify": "rollup -c && uglifyjs build/three.js -cm --preamble \"// threejs.org/license\" > build/three.min.js", "build-closure": "rollup -c && java -jar utils/build/compiler/closure-compiler-v20160713.jar --warning_level=VERBOSE --jscomp_off=globalThis --jscomp_off=checkTypes --externs utils/build/externs.js --language_in=ECMASCRIPT5_STRICT --js build/three.js --js_output_file build/three.min.js", "dev": "rollup -c -w", "test": "echo \"Error: no test specified\" && exit 1" @@ -44,9 +44,9 @@ "homepage": "http://threejs.org/", "devDependencies": { "argparse": "^1.0.3", - "chokidar-cli": "1.2.0", "jscs": "^1.13.1", "rollup": "^0.34.8", + "rollup-watch": "^2.5.0", "uglify-js": "^2.6.0" } }
false
Other
mrdoob
three.js
e82196998409070d137fb978a5670661e53ac21b.json
Update Mesh.html (#9601) morphTargetForcedOrder has removed in r80 version
docs/api/objects/Mesh.html
@@ -80,7 +80,6 @@ <h3>[method:Integer getMorphTargetIndexByName]( [page:String name] )</h3> <h3>[method:null updateMorphTargets]()</h3> <div> Updates the morphtargets to have no influence on the object. Resets the - [page:Mesh.morphTargetForcedOrder morphTargetForcedOrder], [page:Mesh.morphTargetInfluences morphTargetInfluences], [page:Mesh.morphTargetDictionary morphTargetDictionary], and [page:Mesh.morphTargetBase morphTargetBase] properties.
false
Other
mrdoob
three.js
7714fe8f6dec8fd3ecfa0266c2c4a8ef0e9f61c7.json
Avoid implicit keyframe trimming. (#9595)
src/animation/AnimationClip.js
@@ -28,9 +28,6 @@ function AnimationClip( name, duration, tracks ) { } - // maybe only do these on demand, as doing them here could potentially slow down loading - // but leaving these here during development as this ensures a lot of testing of these functions - this.trim(); this.optimize(); }
false
Other
mrdoob
three.js
aaaa526bc49351794e20da2940f48825d2f0c053.json
add standard define (#9596)
examples/js/nodes/materials/StandardNode.js
@@ -20,6 +20,7 @@ THREE.StandardNode.prototype.build = function( builder ) { var material = builder.material; var code; + material.define( 'STANDARD' ); material.define( 'PHYSICAL' ); material.define( 'ALPHATEST', '0.0' );
false
Other
mrdoob
three.js
61bbbfa3d1165b17a40167f57c0ea9c9e4b36a70.json
Avoid accidental removal of last keyframe. (#9592) Fixes #9056.
src/animation/KeyframeTrackPrototype.js
@@ -269,9 +269,12 @@ KeyframeTrackPrototype = { values = this.values, stride = this.getValueSize(), - writeIndex = 1; + smoothInterpolation = this.getInterpolation() === InterpolateSmooth, - for( var i = 1, n = times.length - 1; i <= n; ++ i ) { + writeIndex = 1, + lastIndex = times.length - 1; + + for( var i = 1; i < lastIndex; ++ i ) { var keep = false; @@ -282,24 +285,29 @@ KeyframeTrackPrototype = { if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { - // remove unnecessary keyframes same as their neighbors - var offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; + if ( ! smoothInterpolation ) { + + // remove unnecessary keyframes same as their neighbors - for ( var j = 0; j !== stride; ++ j ) { + var offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; - var value = values[ offset + j ]; + for ( var j = 0; j !== stride; ++ j ) { - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { + var value = values[ offset + j ]; - keep = true; - break; + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } } - } + } else keep = true; } @@ -314,13 +322,10 @@ KeyframeTrackPrototype = { var readOffset = i * stride, writeOffset = writeIndex * stride; - for ( var j = 0; j !== stride; ++ j ) { + for ( var j = 0; j !== stride; ++ j ) values[ writeOffset + j ] = values[ readOffset + j ]; - } - - } ++ writeIndex; @@ -329,6 +334,15 @@ KeyframeTrackPrototype = { } + // flush last keyframe (compaction looks ahead) + + times[ writeIndex ++ ] = times[ lastIndex ]; + + for ( var readOffset = lastIndex * stride, j = 0; j !== stride; ++ j ) + + values[ writeOffset + j ] = values[ readOffset + j ]; + + if ( writeIndex !== times.length ) { this.times = AnimationUtils.arraySlice( times, 0, writeIndex ); @@ -342,4 +356,4 @@ KeyframeTrackPrototype = { } -export { KeyframeTrackPrototype }; \ No newline at end of file +export { KeyframeTrackPrototype };
false
Other
mrdoob
three.js
7e668e1cb853a528c2bb2559fba18d06c996de37.json
Add files via upload (#9588)
editor/js/Menubar.View.js
@@ -29,7 +29,7 @@ Menubar.View = function ( editor ) { } else { - alert( 'WebVR nor available' ); + alert( 'WebVR not available' ); }
false
Other
mrdoob
three.js
272607c803e635558fc02e42ca298473a415540f.json
Update dat.gui (#9639) dat.gui had an issue where if you call .listen() on dropdown controls they don't work in Chrome on OSX You can see an example here http://threejs.org/examples/webgl_postprocessing_ssao.html On Chrome OSX try to change the renderMode There are 2 fixes. One is to remove the call to `listen`. The problem with this solution is that since things work on say, Windows someone using dat.gui has no idea their stuff doesn't work else where. The other is to get a version of dat.gui that doesn't have the issue as it was [recently fixed](https://github.com/dataarts/dat.gui/issues/101)
examples/js/libs/dat.gui.min.js
@@ -10,85 +10,5 @@ * * http://www.apache.org/licenses/LICENSE-2.0 */ -var dat=dat||{};dat.gui=dat.gui||{};dat.utils=dat.utils||{};dat.controllers=dat.controllers||{};dat.dom=dat.dom||{};dat.color=dat.color||{};dat.utils.css=function(){return{load:function(e,a){var a=a||document,c=a.createElement("link");c.type="text/css";c.rel="stylesheet";c.href=e;a.getElementsByTagName("head")[0].appendChild(c)},inject:function(e,a){var a=a||document,c=document.createElement("style");c.type="text/css";c.innerHTML=e;a.getElementsByTagName("head")[0].appendChild(c)}}}(); -dat.utils.common=function(){var e=Array.prototype.forEach,a=Array.prototype.slice;return{BREAK:{},extend:function(c){this.each(a.call(arguments,1),function(a){for(var f in a)this.isUndefined(a[f])||(c[f]=a[f])},this);return c},defaults:function(c){this.each(a.call(arguments,1),function(a){for(var f in a)this.isUndefined(c[f])&&(c[f]=a[f])},this);return c},compose:function(){var c=a.call(arguments);return function(){for(var d=a.call(arguments),f=c.length-1;f>=0;f--)d=[c[f].apply(this,d)];return d[0]}}, -each:function(a,d,f){if(e&&a.forEach===e)a.forEach(d,f);else if(a.length===a.length+0)for(var b=0,n=a.length;b<n;b++){if(b in a&&d.call(f,a[b],b)===this.BREAK)break}else for(b in a)if(d.call(f,a[b],b)===this.BREAK)break},defer:function(a){setTimeout(a,0)},toArray:function(c){return c.toArray?c.toArray():a.call(c)},isUndefined:function(a){return a===void 0},isNull:function(a){return a===null},isNaN:function(a){return a!==a},isArray:Array.isArray||function(a){return a.constructor===Array},isObject:function(a){return a=== -Object(a)},isNumber:function(a){return a===a+0},isString:function(a){return a===a+""},isBoolean:function(a){return a===false||a===true},isFunction:function(a){return Object.prototype.toString.call(a)==="[object Function]"}}}(); -dat.controllers.Controller=function(e){var a=function(a,d){this.initialValue=a[d];this.domElement=document.createElement("div");this.object=a;this.property=d;this.__onFinishChange=this.__onChange=void 0};e.extend(a.prototype,{onChange:function(a){this.__onChange=a;return this},onFinishChange:function(a){this.__onFinishChange=a;return this},setValue:function(a){this.object[this.property]=a;this.__onChange&&this.__onChange.call(this,a);this.updateDisplay();return this},getValue:function(){return this.object[this.property]}, -updateDisplay:function(){return this},isModified:function(){return this.initialValue!==this.getValue()}});return a}(dat.utils.common); -dat.dom.dom=function(e){function a(b){if(b==="0"||e.isUndefined(b))return 0;b=b.match(d);return!e.isNull(b)?parseFloat(b[1]):0}var c={};e.each({HTMLEvents:["change"],MouseEvents:["click","mousemove","mousedown","mouseup","mouseover"],KeyboardEvents:["keydown"]},function(b,a){e.each(b,function(b){c[b]=a})});var d=/(\d+(\.\d+)?)px/,f={makeSelectable:function(b,a){if(!(b===void 0||b.style===void 0))b.onselectstart=a?function(){return false}:function(){},b.style.MozUserSelect=a?"auto":"none",b.style.KhtmlUserSelect= -a?"auto":"none",b.unselectable=a?"on":"off"},makeFullscreen:function(b,a,d){e.isUndefined(a)&&(a=true);e.isUndefined(d)&&(d=true);b.style.position="absolute";if(a)b.style.left=0,b.style.right=0;if(d)b.style.top=0,b.style.bottom=0},fakeEvent:function(b,a,d,f){var d=d||{},m=c[a];if(!m)throw Error("Event type "+a+" not supported.");var l=document.createEvent(m);switch(m){case "MouseEvents":l.initMouseEvent(a,d.bubbles||false,d.cancelable||true,window,d.clickCount||1,0,0,d.x||d.clientX||0,d.y||d.clientY|| -0,false,false,false,false,0,null);break;case "KeyboardEvents":m=l.initKeyboardEvent||l.initKeyEvent;e.defaults(d,{cancelable:true,ctrlKey:false,altKey:false,shiftKey:false,metaKey:false,keyCode:void 0,charCode:void 0});m(a,d.bubbles||false,d.cancelable,window,d.ctrlKey,d.altKey,d.shiftKey,d.metaKey,d.keyCode,d.charCode);break;default:l.initEvent(a,d.bubbles||false,d.cancelable||true)}e.defaults(l,f);b.dispatchEvent(l)},bind:function(b,a,d,c){b.addEventListener?b.addEventListener(a,d,c||false):b.attachEvent&& -b.attachEvent("on"+a,d);return f},unbind:function(b,a,d,c){b.removeEventListener?b.removeEventListener(a,d,c||false):b.detachEvent&&b.detachEvent("on"+a,d);return f},addClass:function(b,a){if(b.className===void 0)b.className=a;else if(b.className!==a){var d=b.className.split(/ +/);if(d.indexOf(a)==-1)d.push(a),b.className=d.join(" ").replace(/^\s+/,"").replace(/\s+$/,"")}return f},removeClass:function(b,a){if(a){if(b.className!==void 0)if(b.className===a)b.removeAttribute("class");else{var d=b.className.split(/ +/), -c=d.indexOf(a);if(c!=-1)d.splice(c,1),b.className=d.join(" ")}}else b.className=void 0;return f},hasClass:function(a,d){return RegExp("(?:^|\\s+)"+d+"(?:\\s+|$)").test(a.className)||false},getWidth:function(b){b=getComputedStyle(b);return a(b["border-left-width"])+a(b["border-right-width"])+a(b["padding-left"])+a(b["padding-right"])+a(b.width)},getHeight:function(b){b=getComputedStyle(b);return a(b["border-top-width"])+a(b["border-bottom-width"])+a(b["padding-top"])+a(b["padding-bottom"])+a(b.height)}, -getOffset:function(a){var d={left:0,top:0};if(a.offsetParent){do d.left+=a.offsetLeft,d.top+=a.offsetTop;while(a=a.offsetParent)}return d},isActive:function(a){return a===document.activeElement&&(a.type||a.href)}};return f}(dat.utils.common); -dat.controllers.OptionController=function(e,a,c){var d=function(f,b,e){d.superclass.call(this,f,b);var h=this;this.__select=document.createElement("select");if(c.isArray(e)){var j={};c.each(e,function(a){j[a]=a});e=j}c.each(e,function(a,b){var d=document.createElement("option");d.innerHTML=b;d.setAttribute("value",a);h.__select.appendChild(d)});this.updateDisplay();a.bind(this.__select,"change",function(){h.setValue(this.options[this.selectedIndex].value)});this.domElement.appendChild(this.__select)}; -d.superclass=e;c.extend(d.prototype,e.prototype,{setValue:function(a){a=d.superclass.prototype.setValue.call(this,a);this.__onFinishChange&&this.__onFinishChange.call(this,this.getValue());return a},updateDisplay:function(){this.__select.value=this.getValue();return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common); -dat.controllers.NumberController=function(e,a){var c=function(d,f,b){c.superclass.call(this,d,f);b=b||{};this.__min=b.min;this.__max=b.max;this.__step=b.step;d=this.__impliedStep=a.isUndefined(this.__step)?this.initialValue==0?1:Math.pow(10,Math.floor(Math.log(this.initialValue)/Math.LN10))/10:this.__step;d=d.toString();this.__precision=d.indexOf(".")>-1?d.length-d.indexOf(".")-1:0};c.superclass=e;a.extend(c.prototype,e.prototype,{setValue:function(a){if(this.__min!==void 0&&a<this.__min)a=this.__min; -else if(this.__max!==void 0&&a>this.__max)a=this.__max;this.__step!==void 0&&a%this.__step!=0&&(a=Math.round(a/this.__step)*this.__step);return c.superclass.prototype.setValue.call(this,a)},min:function(a){this.__min=a;return this},max:function(a){this.__max=a;return this},step:function(a){this.__step=a;return this}});return c}(dat.controllers.Controller,dat.utils.common); -dat.controllers.NumberControllerBox=function(e,a,c){var d=function(f,b,e){function h(){var a=parseFloat(l.__input.value);c.isNaN(a)||l.setValue(a)}function j(a){var b=o-a.clientY;l.setValue(l.getValue()+b*l.__impliedStep);o=a.clientY}function m(){a.unbind(window,"mousemove",j);a.unbind(window,"mouseup",m)}this.__truncationSuspended=false;d.superclass.call(this,f,b,e);var l=this,o;this.__input=document.createElement("input");this.__input.setAttribute("type","text");a.bind(this.__input,"change",h); -a.bind(this.__input,"blur",function(){h();l.__onFinishChange&&l.__onFinishChange.call(l,l.getValue())});a.bind(this.__input,"mousedown",function(b){a.bind(window,"mousemove",j);a.bind(window,"mouseup",m);o=b.clientY});a.bind(this.__input,"keydown",function(a){if(a.keyCode===13)l.__truncationSuspended=true,this.blur(),l.__truncationSuspended=false});this.updateDisplay();this.domElement.appendChild(this.__input)};d.superclass=e;c.extend(d.prototype,e.prototype,{updateDisplay:function(){var a=this.__input, -b;if(this.__truncationSuspended)b=this.getValue();else{b=this.getValue();var c=Math.pow(10,this.__precision);b=Math.round(b*c)/c}a.value=b;return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.NumberController,dat.dom.dom,dat.utils.common); -dat.controllers.NumberControllerSlider=function(e,a,c,d,f){var b=function(d,c,f,e,l){function o(b){b.preventDefault();var d=a.getOffset(g.__background),c=a.getWidth(g.__background);g.setValue(g.__min+(g.__max-g.__min)*((b.clientX-d.left)/(d.left+c-d.left)));return false}function y(){a.unbind(window,"mousemove",o);a.unbind(window,"mouseup",y);g.__onFinishChange&&g.__onFinishChange.call(g,g.getValue())}b.superclass.call(this,d,c,{min:f,max:e,step:l});var g=this;this.__background=document.createElement("div"); -this.__foreground=document.createElement("div");a.bind(this.__background,"mousedown",function(b){a.bind(window,"mousemove",o);a.bind(window,"mouseup",y);o(b)});a.addClass(this.__background,"slider");a.addClass(this.__foreground,"slider-fg");this.updateDisplay();this.__background.appendChild(this.__foreground);this.domElement.appendChild(this.__background)};b.superclass=e;b.useDefaultStyles=function(){c.inject(f)};d.extend(b.prototype,e.prototype,{updateDisplay:function(){this.__foreground.style.width= -(this.getValue()-this.__min)/(this.__max-this.__min)*100+"%";return b.superclass.prototype.updateDisplay.call(this)}});return b}(dat.controllers.NumberController,dat.dom.dom,dat.utils.css,dat.utils.common,".slider {\n box-shadow: inset 0 2px 4px rgba(0,0,0,0.15);\n height: 1em;\n border-radius: 1em;\n background-color: #eee;\n padding: 0 0.5em;\n overflow: hidden;\n}\n\n.slider-fg {\n padding: 1px 0 2px 0;\n background-color: #aaa;\n height: 1em;\n margin-left: -0.5em;\n padding-right: 0.5em;\n border-radius: 1em 0 0 1em;\n}\n\n.slider-fg:after {\n display: inline-block;\n border-radius: 1em;\n background-color: #fff;\n border: 1px solid #aaa;\n content: '';\n float: right;\n margin-right: -1em;\n margin-top: -1px;\n height: 0.9em;\n width: 0.9em;\n}"); -dat.controllers.FunctionController=function(e,a,c){var d=function(c,b,e){d.superclass.call(this,c,b);var h=this;this.__button=document.createElement("div");this.__button.innerHTML=e===void 0?"Fire":e;a.bind(this.__button,"click",function(a){a.preventDefault();h.fire();return false});a.addClass(this.__button,"button");this.domElement.appendChild(this.__button)};d.superclass=e;c.extend(d.prototype,e.prototype,{fire:function(){this.__onChange&&this.__onChange.call(this);this.__onFinishChange&&this.__onFinishChange.call(this, -this.getValue());this.getValue().call(this.object)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common); -dat.controllers.BooleanController=function(e,a,c){var d=function(c,b){d.superclass.call(this,c,b);var e=this;this.__prev=this.getValue();this.__checkbox=document.createElement("input");this.__checkbox.setAttribute("type","checkbox");a.bind(this.__checkbox,"change",function(){e.setValue(!e.__prev)},false);this.domElement.appendChild(this.__checkbox);this.updateDisplay()};d.superclass=e;c.extend(d.prototype,e.prototype,{setValue:function(a){a=d.superclass.prototype.setValue.call(this,a);this.__onFinishChange&& -this.__onFinishChange.call(this,this.getValue());this.__prev=this.getValue();return a},updateDisplay:function(){this.getValue()===true?(this.__checkbox.setAttribute("checked","checked"),this.__checkbox.checked=true):this.__checkbox.checked=false;return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common); -dat.color.toString=function(e){return function(a){if(a.a==1||e.isUndefined(a.a)){for(a=a.hex.toString(16);a.length<6;)a="0"+a;return"#"+a}else return"rgba("+Math.round(a.r)+","+Math.round(a.g)+","+Math.round(a.b)+","+a.a+")"}}(dat.utils.common); -dat.color.interpret=function(e,a){var c,d,f=[{litmus:a.isString,conversions:{THREE_CHAR_HEX:{read:function(a){a=a.match(/^#([A-F0-9])([A-F0-9])([A-F0-9])$/i);return a===null?false:{space:"HEX",hex:parseInt("0x"+a[1].toString()+a[1].toString()+a[2].toString()+a[2].toString()+a[3].toString()+a[3].toString())}},write:e},SIX_CHAR_HEX:{read:function(a){a=a.match(/^#([A-F0-9]{6})$/i);return a===null?false:{space:"HEX",hex:parseInt("0x"+a[1].toString())}},write:e},CSS_RGB:{read:function(a){a=a.match(/^rgb\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\)/); -return a===null?false:{space:"RGB",r:parseFloat(a[1]),g:parseFloat(a[2]),b:parseFloat(a[3])}},write:e},CSS_RGBA:{read:function(a){a=a.match(/^rgba\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\,\s*(.+)\s*\)/);return a===null?false:{space:"RGB",r:parseFloat(a[1]),g:parseFloat(a[2]),b:parseFloat(a[3]),a:parseFloat(a[4])}},write:e}}},{litmus:a.isNumber,conversions:{HEX:{read:function(a){return{space:"HEX",hex:a,conversionName:"HEX"}},write:function(a){return a.hex}}}},{litmus:a.isArray,conversions:{RGB_ARRAY:{read:function(a){return a.length!= -3?false:{space:"RGB",r:a[0],g:a[1],b:a[2]}},write:function(a){return[a.r,a.g,a.b]}},RGBA_ARRAY:{read:function(a){return a.length!=4?false:{space:"RGB",r:a[0],g:a[1],b:a[2],a:a[3]}},write:function(a){return[a.r,a.g,a.b,a.a]}}}},{litmus:a.isObject,conversions:{RGBA_OBJ:{read:function(b){return a.isNumber(b.r)&&a.isNumber(b.g)&&a.isNumber(b.b)&&a.isNumber(b.a)?{space:"RGB",r:b.r,g:b.g,b:b.b,a:b.a}:false},write:function(a){return{r:a.r,g:a.g,b:a.b,a:a.a}}},RGB_OBJ:{read:function(b){return a.isNumber(b.r)&& -a.isNumber(b.g)&&a.isNumber(b.b)?{space:"RGB",r:b.r,g:b.g,b:b.b}:false},write:function(a){return{r:a.r,g:a.g,b:a.b}}},HSVA_OBJ:{read:function(b){return a.isNumber(b.h)&&a.isNumber(b.s)&&a.isNumber(b.v)&&a.isNumber(b.a)?{space:"HSV",h:b.h,s:b.s,v:b.v,a:b.a}:false},write:function(a){return{h:a.h,s:a.s,v:a.v,a:a.a}}},HSV_OBJ:{read:function(b){return a.isNumber(b.h)&&a.isNumber(b.s)&&a.isNumber(b.v)?{space:"HSV",h:b.h,s:b.s,v:b.v}:false},write:function(a){return{h:a.h,s:a.s,v:a.v}}}}}];return function(){d= -false;var b=arguments.length>1?a.toArray(arguments):arguments[0];a.each(f,function(e){if(e.litmus(b))return a.each(e.conversions,function(e,f){c=e.read(b);if(d===false&&c!==false)return d=c,c.conversionName=f,c.conversion=e,a.BREAK}),a.BREAK});return d}}(dat.color.toString,dat.utils.common); -dat.GUI=dat.gui.GUI=function(e,a,c,d,f,b,n,h,j,m,l,o,y,g,i){function q(a,b,r,c){if(b[r]===void 0)throw Error("Object "+b+' has no property "'+r+'"');c.color?b=new l(b,r):(b=[b,r].concat(c.factoryArgs),b=d.apply(a,b));if(c.before instanceof f)c.before=c.before.__li;t(a,b);g.addClass(b.domElement,"c");r=document.createElement("span");g.addClass(r,"property-name");r.innerHTML=b.property;var e=document.createElement("div");e.appendChild(r);e.appendChild(b.domElement);c=s(a,e,c.before);g.addClass(c,k.CLASS_CONTROLLER_ROW); -g.addClass(c,typeof b.getValue());p(a,c,b);a.__controllers.push(b);return b}function s(a,b,d){var c=document.createElement("li");b&&c.appendChild(b);d?a.__ul.insertBefore(c,params.before):a.__ul.appendChild(c);a.onResize();return c}function p(a,d,c){c.__li=d;c.__gui=a;i.extend(c,{options:function(b){if(arguments.length>1)return c.remove(),q(a,c.object,c.property,{before:c.__li.nextElementSibling,factoryArgs:[i.toArray(arguments)]});if(i.isArray(b)||i.isObject(b))return c.remove(),q(a,c.object,c.property, -{before:c.__li.nextElementSibling,factoryArgs:[b]})},name:function(a){c.__li.firstElementChild.firstElementChild.innerHTML=a;return c},listen:function(){c.__gui.listen(c);return c},remove:function(){c.__gui.remove(c);return c}});if(c instanceof j){var e=new h(c.object,c.property,{min:c.__min,max:c.__max,step:c.__step});i.each(["updateDisplay","onChange","onFinishChange"],function(a){var b=c[a],H=e[a];c[a]=e[a]=function(){var a=Array.prototype.slice.call(arguments);b.apply(c,a);return H.apply(e,a)}}); -g.addClass(d,"has-slider");c.domElement.insertBefore(e.domElement,c.domElement.firstElementChild)}else if(c instanceof h){var f=function(b){return i.isNumber(c.__min)&&i.isNumber(c.__max)?(c.remove(),q(a,c.object,c.property,{before:c.__li.nextElementSibling,factoryArgs:[c.__min,c.__max,c.__step]})):b};c.min=i.compose(f,c.min);c.max=i.compose(f,c.max)}else if(c instanceof b)g.bind(d,"click",function(){g.fakeEvent(c.__checkbox,"click")}),g.bind(c.__checkbox,"click",function(a){a.stopPropagation()}); -else if(c instanceof n)g.bind(d,"click",function(){g.fakeEvent(c.__button,"click")}),g.bind(d,"mouseover",function(){g.addClass(c.__button,"hover")}),g.bind(d,"mouseout",function(){g.removeClass(c.__button,"hover")});else if(c instanceof l)g.addClass(d,"color"),c.updateDisplay=i.compose(function(a){d.style.borderLeftColor=c.__color.toString();return a},c.updateDisplay),c.updateDisplay();c.setValue=i.compose(function(b){a.getRoot().__preset_select&&c.isModified()&&B(a.getRoot(),true);return b},c.setValue)} -function t(a,b){var c=a.getRoot(),d=c.__rememberedObjects.indexOf(b.object);if(d!=-1){var e=c.__rememberedObjectIndecesToControllers[d];e===void 0&&(e={},c.__rememberedObjectIndecesToControllers[d]=e);e[b.property]=b;if(c.load&&c.load.remembered){c=c.load.remembered;if(c[a.preset])c=c[a.preset];else if(c[w])c=c[w];else return;if(c[d]&&c[d][b.property]!==void 0)d=c[d][b.property],b.initialValue=d,b.setValue(d)}}}function I(a){var b=a.__save_row=document.createElement("li");g.addClass(a.domElement, -"has-save");a.__ul.insertBefore(b,a.__ul.firstChild);g.addClass(b,"save-row");var c=document.createElement("span");c.innerHTML="&nbsp;";g.addClass(c,"button gears");var d=document.createElement("span");d.innerHTML="Save";g.addClass(d,"button");g.addClass(d,"save");var e=document.createElement("span");e.innerHTML="New";g.addClass(e,"button");g.addClass(e,"save-as");var f=document.createElement("span");f.innerHTML="Revert";g.addClass(f,"button");g.addClass(f,"revert");var m=a.__preset_select=document.createElement("select"); -a.load&&a.load.remembered?i.each(a.load.remembered,function(b,c){C(a,c,c==a.preset)}):C(a,w,false);g.bind(m,"change",function(){for(var b=0;b<a.__preset_select.length;b++)a.__preset_select[b].innerHTML=a.__preset_select[b].value;a.preset=this.value});b.appendChild(m);b.appendChild(c);b.appendChild(d);b.appendChild(e);b.appendChild(f);if(u){var b=document.getElementById("dg-save-locally"),l=document.getElementById("dg-local-explain");b.style.display="block";b=document.getElementById("dg-local-storage"); -localStorage.getItem(document.location.href+".isLocal")==="true"&&b.setAttribute("checked","checked");var o=function(){l.style.display=a.useLocalStorage?"block":"none"};o();g.bind(b,"change",function(){a.useLocalStorage=!a.useLocalStorage;o()})}var h=document.getElementById("dg-new-constructor");g.bind(h,"keydown",function(a){a.metaKey&&(a.which===67||a.keyCode==67)&&x.hide()});g.bind(c,"click",function(){h.innerHTML=JSON.stringify(a.getSaveObject(),void 0,2);x.show();h.focus();h.select()});g.bind(d, -"click",function(){a.save()});g.bind(e,"click",function(){var b=prompt("Enter a new preset name.");b&&a.saveAs(b)});g.bind(f,"click",function(){a.revert()})}function J(a){function b(f){f.preventDefault();e=f.clientX;g.addClass(a.__closeButton,k.CLASS_DRAG);g.bind(window,"mousemove",c);g.bind(window,"mouseup",d);return false}function c(b){b.preventDefault();a.width+=e-b.clientX;a.onResize();e=b.clientX;return false}function d(){g.removeClass(a.__closeButton,k.CLASS_DRAG);g.unbind(window,"mousemove", -c);g.unbind(window,"mouseup",d)}a.__resize_handle=document.createElement("div");i.extend(a.__resize_handle.style,{width:"6px",marginLeft:"-3px",height:"200px",cursor:"ew-resize",position:"absolute"});var e;g.bind(a.__resize_handle,"mousedown",b);g.bind(a.__closeButton,"mousedown",b);a.domElement.insertBefore(a.__resize_handle,a.domElement.firstElementChild)}function D(a,b){a.domElement.style.width=b+"px";if(a.__save_row&&a.autoPlace)a.__save_row.style.width=b+"px";if(a.__closeButton)a.__closeButton.style.width= -b+"px"}function z(a,b){var c={};i.each(a.__rememberedObjects,function(d,e){var f={};i.each(a.__rememberedObjectIndecesToControllers[e],function(a,c){f[c]=b?a.initialValue:a.getValue()});c[e]=f});return c}function C(a,b,c){var d=document.createElement("option");d.innerHTML=b;d.value=b;a.__preset_select.appendChild(d);if(c)a.__preset_select.selectedIndex=a.__preset_select.length-1}function B(a,b){var c=a.__preset_select[a.__preset_select.selectedIndex];c.innerHTML=b?c.value+"*":c.value}function E(a){a.length!= -0&&o(function(){E(a)});i.each(a,function(a){a.updateDisplay()})}e.inject(c);var w="Default",u;try{u="localStorage"in window&&window.localStorage!==null}catch(K){u=false}var x,F=true,v,A=false,G=[],k=function(a){function b(){localStorage.setItem(document.location.href+".gui",JSON.stringify(d.getSaveObject()))}function c(){var a=d.getRoot();a.width+=1;i.defer(function(){a.width-=1})}var d=this;this.domElement=document.createElement("div");this.__ul=document.createElement("ul");this.domElement.appendChild(this.__ul); -g.addClass(this.domElement,"dg");this.__folders={};this.__controllers=[];this.__rememberedObjects=[];this.__rememberedObjectIndecesToControllers=[];this.__listening=[];a=a||{};a=i.defaults(a,{autoPlace:true,width:k.DEFAULT_WIDTH});a=i.defaults(a,{resizable:a.autoPlace,hideable:a.autoPlace});if(i.isUndefined(a.load))a.load={preset:w};else if(a.preset)a.load.preset=a.preset;i.isUndefined(a.parent)&&a.hideable&&G.push(this);a.resizable=i.isUndefined(a.parent)&&a.resizable;if(a.autoPlace&&i.isUndefined(a.scrollable))a.scrollable= -true;var e=u&&localStorage.getItem(document.location.href+".isLocal")==="true";Object.defineProperties(this,{parent:{get:function(){return a.parent}},scrollable:{get:function(){return a.scrollable}},autoPlace:{get:function(){return a.autoPlace}},preset:{get:function(){return d.parent?d.getRoot().preset:a.load.preset},set:function(b){d.parent?d.getRoot().preset=b:a.load.preset=b;for(b=0;b<this.__preset_select.length;b++)if(this.__preset_select[b].value==this.preset)this.__preset_select.selectedIndex= -b;d.revert()}},width:{get:function(){return a.width},set:function(b){a.width=b;D(d,b)}},name:{get:function(){return a.name},set:function(b){a.name=b;if(m)m.innerHTML=a.name}},closed:{get:function(){return a.closed},set:function(b){a.closed=b;a.closed?g.addClass(d.__ul,k.CLASS_CLOSED):g.removeClass(d.__ul,k.CLASS_CLOSED);this.onResize();if(d.__closeButton)d.__closeButton.innerHTML=b?k.TEXT_OPEN:k.TEXT_CLOSED}},load:{get:function(){return a.load}},useLocalStorage:{get:function(){return e},set:function(a){u&& -((e=a)?g.bind(window,"unload",b):g.unbind(window,"unload",b),localStorage.setItem(document.location.href+".isLocal",a))}}});if(i.isUndefined(a.parent)){a.closed=false;g.addClass(this.domElement,k.CLASS_MAIN);g.makeSelectable(this.domElement,false);if(u&&e){d.useLocalStorage=true;var f=localStorage.getItem(document.location.href+".gui");if(f)a.load=JSON.parse(f)}this.__closeButton=document.createElement("div");this.__closeButton.innerHTML=k.TEXT_CLOSED;g.addClass(this.__closeButton,k.CLASS_CLOSE_BUTTON); -this.domElement.appendChild(this.__closeButton);g.bind(this.__closeButton,"click",function(){d.closed=!d.closed})}else{if(a.closed===void 0)a.closed=true;var m=document.createTextNode(a.name);g.addClass(m,"controller-name");f=s(d,m);g.addClass(this.__ul,k.CLASS_CLOSED);g.addClass(f,"title");g.bind(f,"click",function(a){a.preventDefault();d.closed=!d.closed;return false});if(!a.closed)this.closed=false}a.autoPlace&&(i.isUndefined(a.parent)&&(F&&(v=document.createElement("div"),g.addClass(v,"dg"),g.addClass(v, -k.CLASS_AUTO_PLACE_CONTAINER),document.body.appendChild(v),F=false),v.appendChild(this.domElement),g.addClass(this.domElement,k.CLASS_AUTO_PLACE)),this.parent||D(d,a.width));g.bind(window,"resize",function(){d.onResize()});g.bind(this.__ul,"webkitTransitionEnd",function(){d.onResize()});g.bind(this.__ul,"transitionend",function(){d.onResize()});g.bind(this.__ul,"oTransitionEnd",function(){d.onResize()});this.onResize();a.resizable&&J(this);d.getRoot();a.parent||c()};k.toggleHide=function(){A=!A;i.each(G, -function(a){a.domElement.style.zIndex=A?-999:999;a.domElement.style.opacity=A?0:1})};k.CLASS_AUTO_PLACE="a";k.CLASS_AUTO_PLACE_CONTAINER="ac";k.CLASS_MAIN="main";k.CLASS_CONTROLLER_ROW="cr";k.CLASS_TOO_TALL="taller-than-window";k.CLASS_CLOSED="closed";k.CLASS_CLOSE_BUTTON="close-button";k.CLASS_DRAG="drag";k.DEFAULT_WIDTH=245;k.TEXT_CLOSED="Close Controls";k.TEXT_OPEN="Open Controls";g.bind(window,"keydown",function(a){document.activeElement.type!=="text"&&(a.which===72||a.keyCode==72)&&k.toggleHide()}, -false);i.extend(k.prototype,{add:function(a,b){return q(this,a,b,{factoryArgs:Array.prototype.slice.call(arguments,2)})},addColor:function(a,b){return q(this,a,b,{color:true})},remove:function(a){this.__ul.removeChild(a.__li);this.__controllers.slice(this.__controllers.indexOf(a),1);var b=this;i.defer(function(){b.onResize()})},destroy:function(){this.autoPlace&&v.removeChild(this.domElement)},addFolder:function(a){if(this.__folders[a]!==void 0)throw Error('You already have a folder in this GUI by the name "'+ -a+'"');var b={name:a,parent:this};b.autoPlace=this.autoPlace;if(this.load&&this.load.folders&&this.load.folders[a])b.closed=this.load.folders[a].closed,b.load=this.load.folders[a];b=new k(b);this.__folders[a]=b;a=s(this,b.domElement);g.addClass(a,"folder");return b},open:function(){this.closed=false},close:function(){this.closed=true},onResize:function(){var a=this.getRoot();if(a.scrollable){var b=g.getOffset(a.__ul).top,c=0;i.each(a.__ul.childNodes,function(b){a.autoPlace&&b===a.__save_row||(c+= -g.getHeight(b))});window.innerHeight-b-20<c?(g.addClass(a.domElement,k.CLASS_TOO_TALL),a.__ul.style.height=window.innerHeight-b-20+"px"):(g.removeClass(a.domElement,k.CLASS_TOO_TALL),a.__ul.style.height="auto")}a.__resize_handle&&i.defer(function(){a.__resize_handle.style.height=a.__ul.offsetHeight+"px"});if(a.__closeButton)a.__closeButton.style.width=a.width+"px"},remember:function(){if(i.isUndefined(x))x=new y,x.domElement.innerHTML=a;if(this.parent)throw Error("You can only call remember on a top level GUI."); -var b=this;i.each(Array.prototype.slice.call(arguments),function(a){b.__rememberedObjects.length==0&&I(b);b.__rememberedObjects.indexOf(a)==-1&&b.__rememberedObjects.push(a)});this.autoPlace&&D(this,this.width)},getRoot:function(){for(var a=this;a.parent;)a=a.parent;return a},getSaveObject:function(){var a=this.load;a.closed=this.closed;if(this.__rememberedObjects.length>0){a.preset=this.preset;if(!a.remembered)a.remembered={};a.remembered[this.preset]=z(this)}a.folders={};i.each(this.__folders,function(b, -c){a.folders[c]=b.getSaveObject()});return a},save:function(){if(!this.load.remembered)this.load.remembered={};this.load.remembered[this.preset]=z(this);B(this,false)},saveAs:function(a){if(!this.load.remembered)this.load.remembered={},this.load.remembered[w]=z(this,true);this.load.remembered[a]=z(this);this.preset=a;C(this,a,true)},revert:function(a){i.each(this.__controllers,function(b){this.getRoot().load.remembered?t(a||this.getRoot(),b):b.setValue(b.initialValue)},this);i.each(this.__folders, -function(a){a.revert(a)});a||B(this.getRoot(),false)},listen:function(a){var b=this.__listening.length==0;this.__listening.push(a);b&&E(this.__listening)}});return k}(dat.utils.css,'<div id="dg-save" class="dg dialogue">\n\n Here\'s the new load parameter for your <code>GUI</code>\'s constructor:\n\n <textarea id="dg-new-constructor"></textarea>\n\n <div id="dg-save-locally">\n\n <input id="dg-local-storage" type="checkbox"/> Automatically save\n values to <code>localStorage</code> on exit.\n\n <div id="dg-local-explain">The values saved to <code>localStorage</code> will\n override those passed to <code>dat.GUI</code>\'s constructor. This makes it\n easier to work incrementally, but <code>localStorage</code> is fragile,\n and your friends may not see the same values you do.\n \n </div>\n \n </div>\n\n</div>', -".dg ul{list-style:none;margin:0;padding:0;width:100%;clear:both}.dg.ac{position:fixed;top:0;left:0;right:0;height:0;z-index:0}.dg:not(.ac) .main{overflow:hidden}.dg.main{-webkit-transition:opacity 0.1s linear;-o-transition:opacity 0.1s linear;-moz-transition:opacity 0.1s linear;transition:opacity 0.1s linear}.dg.main.taller-than-window{overflow-y:auto}.dg.main.taller-than-window .close-button{opacity:1;margin-top:-1px;border-top:1px solid #2c2c2c}.dg.main ul.closed .close-button{opacity:1 !important}.dg.main:hover .close-button,.dg.main .close-button.drag{opacity:1}.dg.main .close-button{-webkit-transition:opacity 0.1s linear;-o-transition:opacity 0.1s linear;-moz-transition:opacity 0.1s linear;transition:opacity 0.1s linear;border:0;position:absolute;line-height:19px;height:20px;cursor:pointer;text-align:center;background-color:#000}.dg.main .close-button:hover{background-color:#111}.dg.a{float:right;margin-right:15px;overflow-x:hidden}.dg.a.has-save ul{margin-top:27px}.dg.a.has-save ul.closed{margin-top:0}.dg.a .save-row{position:fixed;top:0;z-index:1002}.dg li{-webkit-transition:height 0.1s ease-out;-o-transition:height 0.1s ease-out;-moz-transition:height 0.1s ease-out;transition:height 0.1s ease-out}.dg li:not(.folder){cursor:auto;height:27px;line-height:27px;overflow:hidden;padding:0 4px 0 5px}.dg li.folder{padding:0;border-left:4px solid rgba(0,0,0,0)}.dg li.title{cursor:pointer;margin-left:-4px}.dg .closed li:not(.title),.dg .closed ul li,.dg .closed ul li > *{height:0;overflow:hidden;border:0}.dg .cr{clear:both;padding-left:3px;height:27px}.dg .property-name{cursor:default;float:left;clear:left;width:40%;overflow:hidden;text-overflow:ellipsis}.dg .c{float:left;width:60%}.dg .c input[type=text]{border:0;margin-top:4px;padding:3px;width:100%;float:right}.dg .has-slider input[type=text]{width:30%;margin-left:0}.dg .slider{float:left;width:66%;margin-left:-5px;margin-right:0;height:19px;margin-top:4px}.dg .slider-fg{height:100%}.dg .c input[type=checkbox]{margin-top:9px}.dg .c select{margin-top:5px}.dg .cr.function,.dg .cr.function .property-name,.dg .cr.function *,.dg .cr.boolean,.dg .cr.boolean *{cursor:pointer}.dg .selector{display:none;position:absolute;margin-left:-9px;margin-top:23px;z-index:10}.dg .c:hover .selector,.dg .selector.drag{display:block}.dg li.save-row{padding:0}.dg li.save-row .button{display:inline-block;padding:0px 6px}.dg.dialogue{background-color:#222;width:460px;padding:15px;font-size:13px;line-height:15px}#dg-new-constructor{padding:10px;color:#222;font-family:Monaco, monospace;font-size:10px;border:0;resize:none;box-shadow:inset 1px 1px 1px #888;word-wrap:break-word;margin:12px 0;display:block;width:440px;overflow-y:scroll;height:100px;position:relative}#dg-local-explain{display:none;font-size:11px;line-height:17px;border-radius:3px;background-color:#333;padding:8px;margin-top:10px}#dg-local-explain code{font-size:10px}#dat-gui-save-locally{display:none}.dg{color:#eee;font:11px 'Lucida Grande', sans-serif;text-shadow:0 -1px 0 #111}.dg.main::-webkit-scrollbar{width:5px;background:#1a1a1a}.dg.main::-webkit-scrollbar-corner{height:0;display:none}.dg.main::-webkit-scrollbar-thumb{border-radius:5px;background:#676767}.dg li:not(.folder){background:#1a1a1a;border-bottom:1px solid #2c2c2c}.dg li.save-row{line-height:25px;background:#dad5cb;border:0}.dg li.save-row select{margin-left:5px;width:108px}.dg li.save-row .button{margin-left:5px;margin-top:1px;border-radius:2px;font-size:9px;line-height:7px;padding:4px 4px 5px 4px;background:#c5bdad;color:#fff;text-shadow:0 1px 0 #b0a58f;box-shadow:0 -1px 0 #b0a58f;cursor:pointer}.dg li.save-row .button.gears{background:#c5bdad url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAsAAAANCAYAAAB/9ZQ7AAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAQJJREFUeNpiYKAU/P//PwGIC/ApCABiBSAW+I8AClAcgKxQ4T9hoMAEUrxx2QSGN6+egDX+/vWT4e7N82AMYoPAx/evwWoYoSYbACX2s7KxCxzcsezDh3evFoDEBYTEEqycggWAzA9AuUSQQgeYPa9fPv6/YWm/Acx5IPb7ty/fw+QZblw67vDs8R0YHyQhgObx+yAJkBqmG5dPPDh1aPOGR/eugW0G4vlIoTIfyFcA+QekhhHJhPdQxbiAIguMBTQZrPD7108M6roWYDFQiIAAv6Aow/1bFwXgis+f2LUAynwoIaNcz8XNx3Dl7MEJUDGQpx9gtQ8YCueB+D26OECAAQDadt7e46D42QAAAABJRU5ErkJggg==) 2px 1px no-repeat;height:7px;width:8px}.dg li.save-row .button:hover{background-color:#bab19e;box-shadow:0 -1px 0 #b0a58f}.dg li.folder{border-bottom:0}.dg li.title{padding-left:16px;background:#000 url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlI+hKgFxoCgAOw==) 6px 10px no-repeat;cursor:pointer;border-bottom:1px solid rgba(255,255,255,0.2)}.dg .closed li.title{background-image:url(data:image/gif;base64,R0lGODlhBQAFAJEAAP////Pz8////////yH5BAEAAAIALAAAAAAFAAUAAAIIlGIWqMCbWAEAOw==)}.dg .cr.boolean{border-left:3px solid #806787}.dg .cr.function{border-left:3px solid #e61d5f}.dg .cr.number{border-left:3px solid #2fa1d6}.dg .cr.number input[type=text]{color:#2fa1d6}.dg .cr.string{border-left:3px solid #1ed36f}.dg .cr.string input[type=text]{color:#1ed36f}.dg .cr.function:hover,.dg .cr.boolean:hover{background:#111}.dg .c input[type=text]{background:#303030;outline:none}.dg .c input[type=text]:hover{background:#3c3c3c}.dg .c input[type=text]:focus{background:#494949;color:#fff}.dg .c .slider{background:#303030;cursor:ew-resize}.dg .c .slider-fg{background:#2fa1d6}.dg .c .slider:hover{background:#3c3c3c}.dg .c .slider:hover .slider-fg{background:#44abda}\n", -dat.controllers.factory=function(e,a,c,d,f,b,n){return function(h,j,m,l){var o=h[j];if(n.isArray(m)||n.isObject(m))return new e(h,j,m);if(n.isNumber(o))return n.isNumber(m)&&n.isNumber(l)?new c(h,j,m,l):new a(h,j,{min:m,max:l});if(n.isString(o))return new d(h,j);if(n.isFunction(o))return new f(h,j,"");if(n.isBoolean(o))return new b(h,j)}}(dat.controllers.OptionController,dat.controllers.NumberControllerBox,dat.controllers.NumberControllerSlider,dat.controllers.StringController=function(e,a,c){var d= -function(c,b){function e(){h.setValue(h.__input.value)}d.superclass.call(this,c,b);var h=this;this.__input=document.createElement("input");this.__input.setAttribute("type","text");a.bind(this.__input,"keyup",e);a.bind(this.__input,"change",e);a.bind(this.__input,"blur",function(){h.__onFinishChange&&h.__onFinishChange.call(h,h.getValue())});a.bind(this.__input,"keydown",function(a){a.keyCode===13&&this.blur()});this.updateDisplay();this.domElement.appendChild(this.__input)};d.superclass=e;c.extend(d.prototype, -e.prototype,{updateDisplay:function(){if(!a.isActive(this.__input))this.__input.value=this.getValue();return d.superclass.prototype.updateDisplay.call(this)}});return d}(dat.controllers.Controller,dat.dom.dom,dat.utils.common),dat.controllers.FunctionController,dat.controllers.BooleanController,dat.utils.common),dat.controllers.Controller,dat.controllers.BooleanController,dat.controllers.FunctionController,dat.controllers.NumberControllerBox,dat.controllers.NumberControllerSlider,dat.controllers.OptionController, -dat.controllers.ColorController=function(e,a,c,d,f){function b(a,b,c,d){a.style.background="";f.each(j,function(e){a.style.cssText+="background: "+e+"linear-gradient("+b+", "+c+" 0%, "+d+" 100%); "})}function n(a){a.style.background="";a.style.cssText+="background: -moz-linear-gradient(top, #ff0000 0%, #ff00ff 17%, #0000ff 34%, #00ffff 50%, #00ff00 67%, #ffff00 84%, #ff0000 100%);";a.style.cssText+="background: -webkit-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);"; -a.style.cssText+="background: -o-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);";a.style.cssText+="background: -ms-linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);";a.style.cssText+="background: linear-gradient(top, #ff0000 0%,#ff00ff 17%,#0000ff 34%,#00ffff 50%,#00ff00 67%,#ffff00 84%,#ff0000 100%);"}var h=function(e,l){function o(b){q(b);a.bind(window,"mousemove",q);a.bind(window, -"mouseup",j)}function j(){a.unbind(window,"mousemove",q);a.unbind(window,"mouseup",j)}function g(){var a=d(this.value);a!==false?(p.__color.__state=a,p.setValue(p.__color.toOriginal())):this.value=p.__color.toString()}function i(){a.unbind(window,"mousemove",s);a.unbind(window,"mouseup",i)}function q(b){b.preventDefault();var c=a.getWidth(p.__saturation_field),d=a.getOffset(p.__saturation_field),e=(b.clientX-d.left+document.body.scrollLeft)/c,b=1-(b.clientY-d.top+document.body.scrollTop)/c;b>1?b= -1:b<0&&(b=0);e>1?e=1:e<0&&(e=0);p.__color.v=b;p.__color.s=e;p.setValue(p.__color.toOriginal());return false}function s(b){b.preventDefault();var c=a.getHeight(p.__hue_field),d=a.getOffset(p.__hue_field),b=1-(b.clientY-d.top+document.body.scrollTop)/c;b>1?b=1:b<0&&(b=0);p.__color.h=b*360;p.setValue(p.__color.toOriginal());return false}h.superclass.call(this,e,l);this.__color=new c(this.getValue());this.__temp=new c(0);var p=this;this.domElement=document.createElement("div");a.makeSelectable(this.domElement, -false);this.__selector=document.createElement("div");this.__selector.className="selector";this.__saturation_field=document.createElement("div");this.__saturation_field.className="saturation-field";this.__field_knob=document.createElement("div");this.__field_knob.className="field-knob";this.__field_knob_border="2px solid ";this.__hue_knob=document.createElement("div");this.__hue_knob.className="hue-knob";this.__hue_field=document.createElement("div");this.__hue_field.className="hue-field";this.__input= -document.createElement("input");this.__input.type="text";this.__input_textShadow="0 1px 1px ";a.bind(this.__input,"keydown",function(a){a.keyCode===13&&g.call(this)});a.bind(this.__input,"blur",g);a.bind(this.__selector,"mousedown",function(){a.addClass(this,"drag").bind(window,"mouseup",function(){a.removeClass(p.__selector,"drag")})});var t=document.createElement("div");f.extend(this.__selector.style,{width:"122px",height:"102px",padding:"3px",backgroundColor:"#222",boxShadow:"0px 1px 3px rgba(0,0,0,0.3)"}); -f.extend(this.__field_knob.style,{position:"absolute",width:"12px",height:"12px",border:this.__field_knob_border+(this.__color.v<0.5?"#fff":"#000"),boxShadow:"0px 1px 3px rgba(0,0,0,0.5)",borderRadius:"12px",zIndex:1});f.extend(this.__hue_knob.style,{position:"absolute",width:"15px",height:"2px",borderRight:"4px solid #fff",zIndex:1});f.extend(this.__saturation_field.style,{width:"100px",height:"100px",border:"1px solid #555",marginRight:"3px",display:"inline-block",cursor:"pointer"});f.extend(t.style, -{width:"100%",height:"100%",background:"none"});b(t,"top","rgba(0,0,0,0)","#000");f.extend(this.__hue_field.style,{width:"15px",height:"100px",display:"inline-block",border:"1px solid #555",cursor:"ns-resize"});n(this.__hue_field);f.extend(this.__input.style,{outline:"none",textAlign:"center",color:"#fff",border:0,fontWeight:"bold",textShadow:this.__input_textShadow+"rgba(0,0,0,0.7)"});a.bind(this.__saturation_field,"mousedown",o);a.bind(this.__field_knob,"mousedown",o);a.bind(this.__hue_field,"mousedown", -function(b){s(b);a.bind(window,"mousemove",s);a.bind(window,"mouseup",i)});this.__saturation_field.appendChild(t);this.__selector.appendChild(this.__field_knob);this.__selector.appendChild(this.__saturation_field);this.__selector.appendChild(this.__hue_field);this.__hue_field.appendChild(this.__hue_knob);this.domElement.appendChild(this.__input);this.domElement.appendChild(this.__selector);this.updateDisplay()};h.superclass=e;f.extend(h.prototype,e.prototype,{updateDisplay:function(){var a=d(this.getValue()); -if(a!==false){var e=false;f.each(c.COMPONENTS,function(b){if(!f.isUndefined(a[b])&&!f.isUndefined(this.__color.__state[b])&&a[b]!==this.__color.__state[b])return e=true,{}},this);e&&f.extend(this.__color.__state,a)}f.extend(this.__temp.__state,this.__color.__state);this.__temp.a=1;var h=this.__color.v<0.5||this.__color.s>0.5?255:0,j=255-h;f.extend(this.__field_knob.style,{marginLeft:100*this.__color.s-7+"px",marginTop:100*(1-this.__color.v)-7+"px",backgroundColor:this.__temp.toString(),border:this.__field_knob_border+ -"rgb("+h+","+h+","+h+")"});this.__hue_knob.style.marginTop=(1-this.__color.h/360)*100+"px";this.__temp.s=1;this.__temp.v=1;b(this.__saturation_field,"left","#fff",this.__temp.toString());f.extend(this.__input.style,{backgroundColor:this.__input.value=this.__color.toString(),color:"rgb("+h+","+h+","+h+")",textShadow:this.__input_textShadow+"rgba("+j+","+j+","+j+",.7)"})}});var j=["-moz-","-o-","-webkit-","-ms-",""];return h}(dat.controllers.Controller,dat.dom.dom,dat.color.Color=function(e,a,c,d){function f(a, -b,c){Object.defineProperty(a,b,{get:function(){if(this.__state.space==="RGB")return this.__state[b];n(this,b,c);return this.__state[b]},set:function(a){if(this.__state.space!=="RGB")n(this,b,c),this.__state.space="RGB";this.__state[b]=a}})}function b(a,b){Object.defineProperty(a,b,{get:function(){if(this.__state.space==="HSV")return this.__state[b];h(this);return this.__state[b]},set:function(a){if(this.__state.space!=="HSV")h(this),this.__state.space="HSV";this.__state[b]=a}})}function n(b,c,e){if(b.__state.space=== -"HEX")b.__state[c]=a.component_from_hex(b.__state.hex,e);else if(b.__state.space==="HSV")d.extend(b.__state,a.hsv_to_rgb(b.__state.h,b.__state.s,b.__state.v));else throw"Corrupted color state";}function h(b){var c=a.rgb_to_hsv(b.r,b.g,b.b);d.extend(b.__state,{s:c.s,v:c.v});if(d.isNaN(c.h)){if(d.isUndefined(b.__state.h))b.__state.h=0}else b.__state.h=c.h}var j=function(){this.__state=e.apply(this,arguments);if(this.__state===false)throw"Failed to interpret color arguments";this.__state.a=this.__state.a|| -1};j.COMPONENTS="r,g,b,h,s,v,hex,a".split(",");d.extend(j.prototype,{toString:function(){return c(this)},toOriginal:function(){return this.__state.conversion.write(this)}});f(j.prototype,"r",2);f(j.prototype,"g",1);f(j.prototype,"b",0);b(j.prototype,"h");b(j.prototype,"s");b(j.prototype,"v");Object.defineProperty(j.prototype,"a",{get:function(){return this.__state.a},set:function(a){this.__state.a=a}});Object.defineProperty(j.prototype,"hex",{get:function(){if(!this.__state.space!=="HEX")this.__state.hex= -a.rgb_to_hex(this.r,this.g,this.b);return this.__state.hex},set:function(a){this.__state.space="HEX";this.__state.hex=a}});return j}(dat.color.interpret,dat.color.math=function(){var e;return{hsv_to_rgb:function(a,c,d){var e=a/60-Math.floor(a/60),b=d*(1-c),n=d*(1-e*c),c=d*(1-(1-e)*c),a=[[d,c,b],[n,d,b],[b,d,c],[b,n,d],[c,b,d],[d,b,n]][Math.floor(a/60)%6];return{r:a[0]*255,g:a[1]*255,b:a[2]*255}},rgb_to_hsv:function(a,c,d){var e=Math.min(a,c,d),b=Math.max(a,c,d),e=b-e;if(b==0)return{h:NaN,s:0,v:0}; -a=a==b?(c-d)/e:c==b?2+(d-a)/e:4+(a-c)/e;a/=6;a<0&&(a+=1);return{h:a*360,s:e/b,v:b/255}},rgb_to_hex:function(a,c,d){a=this.hex_with_component(0,2,a);a=this.hex_with_component(a,1,c);return a=this.hex_with_component(a,0,d)},component_from_hex:function(a,c){return a>>c*8&255},hex_with_component:function(a,c,d){return d<<(e=c*8)|a&~(255<<e)}}}(),dat.color.toString,dat.utils.common),dat.color.interpret,dat.utils.common),dat.utils.requestAnimationFrame=function(){return window.requestAnimationFrame||window.webkitRequestAnimationFrame|| -window.mozRequestAnimationFrame||window.oRequestAnimationFrame||window.msRequestAnimationFrame||function(e){window.setTimeout(e,1E3/60)}}(),dat.dom.CenteredDiv=function(e,a){var c=function(){this.backgroundElement=document.createElement("div");a.extend(this.backgroundElement.style,{backgroundColor:"rgba(0,0,0,0.8)",top:0,left:0,display:"none",zIndex:"1000",opacity:0,WebkitTransition:"opacity 0.2s linear"});e.makeFullscreen(this.backgroundElement);this.backgroundElement.style.position="fixed";this.domElement= -document.createElement("div");a.extend(this.domElement.style,{position:"fixed",display:"none",zIndex:"1001",opacity:0,WebkitTransition:"-webkit-transform 0.2s ease-out, opacity 0.2s linear"});document.body.appendChild(this.backgroundElement);document.body.appendChild(this.domElement);var c=this;e.bind(this.backgroundElement,"click",function(){c.hide()})};c.prototype.show=function(){var c=this;this.backgroundElement.style.display="block";this.domElement.style.display="block";this.domElement.style.opacity= -0;this.domElement.style.webkitTransform="scale(1.1)";this.layout();a.defer(function(){c.backgroundElement.style.opacity=1;c.domElement.style.opacity=1;c.domElement.style.webkitTransform="scale(1)"})};c.prototype.hide=function(){var a=this,c=function(){a.domElement.style.display="none";a.backgroundElement.style.display="none";e.unbind(a.domElement,"webkitTransitionEnd",c);e.unbind(a.domElement,"transitionend",c);e.unbind(a.domElement,"oTransitionEnd",c)};e.bind(this.domElement,"webkitTransitionEnd", -c);e.bind(this.domElement,"transitionend",c);e.bind(this.domElement,"oTransitionEnd",c);this.backgroundElement.style.opacity=0;this.domElement.style.opacity=0;this.domElement.style.webkitTransform="scale(1.1)"};c.prototype.layout=function(){this.domElement.style.left=window.innerWidth/2-e.getWidth(this.domElement)/2+"px";this.domElement.style.top=window.innerHeight/2-e.getHeight(this.domElement)/2+"px"};return c}(dat.dom.dom,dat.utils.common),dat.dom.dom,dat.utils.common); \ No newline at end of file +!function(e,t){"object"==typeof exports&&"object"==typeof module?module.exports=t():"function"==typeof define&&define.amd?define([],t):"object"==typeof exports?exports.dat=t():e.dat=t()}(this,function(){return function(e){function t(o){if(n[o])return n[o].exports;var i=n[o]={exports:{},id:o,loaded:!1};return e[o].call(i.exports,i,i.exports,t),i.loaded=!0,i.exports}var n={};return t.m=e,t.c=n,t.p="",t(0)}([function(e,t,n){"use strict";t.__esModule=!0,t["default"]=n(1),e.exports=t["default"]},function(e,t,n){"use strict";t.__esModule=!0,t["default"]={color:{Color:n(2),math:n(6),interpret:n(3)},controllers:{Controller:n(7),BooleanController:n(8),OptionController:n(10),StringController:n(11),NumberController:n(12),NumberControllerBox:n(13),NumberControllerSlider:n(14),FunctionController:n(15),ColorController:n(16)},dom:{dom:n(9)},gui:{GUI:n(17)},GUI:n(17)},e.exports=t["default"]},function(e,t,n){"use strict";function o(e){return e&&e.__esModule?e:{"default":e}}function i(e,t){if(!(e instanceof t))throw new TypeError("Cannot call a class as a function")}function a(e,t,n){Object.defineProperty(e,t,{get:function(){return"RGB"===this.__state.space?this.__state[t]:(p.recalculateRGB(this,t,n),this.__state[t])},set:function(e){"RGB"!==this.__state.space&&(p.recalculateRGB(this,t,n),this.__state.space="RGB"),this.__state[t]=e}})}function r(e,t){Object.defineProperty(e,t,{get:function(){return"HSV"===this.__state.space?this.__state[t]:(p.recalculateHSV(this),this.__state[t])},set:function(e){"HSV"!==this.__state.space&&(p.recalculateHSV(this),this.__state.space="HSV"),this.__state[t]=e}})}t.__esModule=!0;var s=n(3),l=o(s),d=n(6),u=o(d),c=n(4),f=o(c),h=n(5),_=o(h),p=function(){function e(){if(i(this,e),this.__state=l["default"].apply(this,arguments),this.__state===!1)throw new Error("Failed to interpret color arguments");this.__state.a=this.__state.a||1}return e.prototype.toString=function(){return f["default"](this)},e.prototype.toOriginal=function(){return this.__state.conversion.write(this)},e}();p.recalculateRGB=function(e,t,n){if("HEX"===e.__state.space)e.__state[t]=u["default"].component_from_hex(e.__state.hex,n);else{if("HSV"!==e.__state.space)throw new Error("Corrupted color state");_["default"].extend(e.__state,u["default"].hsv_to_rgb(e.__state.h,e.__state.s,e.__state.v))}},p.recalculateHSV=function(e){var t=u["default"].rgb_to_hsv(e.r,e.g,e.b);_["default"].extend(e.__state,{s:t.s,v:t.v}),_["default"].isNaN(t.h)?_["default"].isUndefined(e.__state.h)&&(e.__state.h=0):e.__state.h=t.h},p.COMPONENTS=["r","g","b","h","s","v","hex","a"],a(p.prototype,"r",2),a(p.prototype,"g",1),a(p.prototype,"b",0),r(p.prototype,"h"),r(p.prototype,"s"),r(p.prototype,"v"),Object.defineProperty(p.prototype,"a",{get:function(){return 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t=e.match(/^rgb\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\)/);return null!==t&&{space:"RGB",r:parseFloat(t[1]),g:parseFloat(t[2]),b:parseFloat(t[3])}},write:a["default"]},CSS_RGBA:{read:function(e){var t=e.match(/^rgba\(\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*,\s*(.+)\s*\)/);return null!==t&&{space:"RGB",r:parseFloat(t[1]),g:parseFloat(t[2]),b:parseFloat(t[3]),a:parseFloat(t[4])}},write:a["default"]}}},{litmus:s["default"].isNumber,conversions:{HEX:{read:function(e){return{space:"HEX",hex:e,conversionName:"HEX"}},write:function(e){return e.hex}}}},{litmus:s["default"].isArray,conversions:{RGB_ARRAY:{read:function(e){return 3===e.length&&{space:"RGB",r:e[0],g:e[1],b:e[2]}},write:function(e){return[e.r,e.g,e.b]}},RGBA_ARRAY:{read:function(e){return 4===e.length&&{space:"RGB",r:e[0],g:e[1],b:e[2],a:e[3]}},write:function(e){return[e.r,e.g,e.b,e.a]}}}},{litmus:s["default"].isObject,conversions:{RGBA_OBJ:{read:function(e){return!!(s["default"].isNumber(e.r)&&s["default"].isNumber(e.g)&&s["default"].isNumber(e.b)&&s["default"].isNumber(e.a))&&{space:"RGB",r:e.r,g:e.g,b:e.b,a:e.a}},write:function(e){return{r:e.r,g:e.g,b:e.b,a:e.a}}},RGB_OBJ:{read:function(e){return!!(s["default"].isNumber(e.r)&&s["default"].isNumber(e.g)&&s["default"].isNumber(e.b))&&{space:"RGB",r:e.r,g:e.g,b:e.b}},write:function(e){return{r:e.r,g:e.g,b:e.b}}},HSVA_OBJ:{read:function(e){return!!(s["default"].isNumber(e.h)&&s["default"].isNumber(e.s)&&s["default"].isNumber(e.v)&&s["default"].isNumber(e.a))&&{space:"HSV",h:e.h,s:e.s,v:e.v,a:e.a}},write:function(e){return{h:e.h,s:e.s,v:e.v,a:e.a}}},HSV_OBJ:{read:function(e){return!!(s["default"].isNumber(e.h)&&s["default"].isNumber(e.s)&&s["default"].isNumber(e.v))&&{space:"HSV",h:e.h,s:e.s,v:e.v}},write:function(e){return{h:e.h,s:e.s,v:e.v}}}}}],d=void 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n=Object.keys(t);n.forEach(function(n){this.isUndefined(t[n])||(e[n]=t[n])}.bind(this))}},this),e},defaults:function(e){return this.each(o.call(arguments,1),function(t){if(!this.isUndefined(t)){var n=Object.keys(t);n.forEach(function(n){this.isUndefined(e[n])&&(e[n]=t[n])}.bind(this))}},this),e},compose:function(){var e=o.call(arguments);return function(){for(var t=o.call(arguments),n=e.length-1;n>=0;n--)t=[e[n].apply(this,t)];return t[0]}},each:function(e,t,o){if(e)if(n&&e.forEach&&e.forEach===n)e.forEach(t,o);else if(e.length===e.length+0){var i=void 0,a=void 0;for(i=0,a=e.length;i<a;i++)if(i in e&&t.call(o,e[i],i)===this.BREAK)return}else{if(this.isUndefined(e))return;var r=Object.keys(e);r.forEach(function(n){t.call(o,e[n],n)===this.BREAK}.bind(this))}},defer:function(e){setTimeout(e,0)},debounce:function(e,t){var n=void 0;return function(){function o(){n=null}var i=this,a=arguments,r=!n;clearTimeout(n),n=setTimeout(o,t),r&&e.apply(i,a)}},toArray:function(e){return 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.slider-fg{background:#2fa1d6;max-width:100%}.dg .c .slider:hover{background:#3c3c3c}.dg .c .slider:hover .slider-fg{background:#44abda}",""])},function(e,t){e.exports=function(){var e=[];return e.toString=function(){for(var e=[],t=0;t<this.length;t++){var n=this[t];n[2]?e.push("@media "+n[2]+"{"+n[1]+"}"):e.push(n[1])}return e.join("")},e.i=function(t,n){"string"==typeof t&&(t=[[null,t,""]]);for(var o={},i=0;i<this.length;i++){var a=this[i][0];"number"==typeof a&&(o[a]=!0)}for(i=0;i<t.length;i++){var r=t[i];"number"==typeof r[0]&&o[r[0]]||(n&&!r[2]?r[2]=n:n&&(r[2]="("+r[2]+") and ("+n+")"),e.push(r))}},e}}])}); \ No newline at end of file
false
Other
mrdoob
three.js
448423a55b60603db63acee0701062a81958d60e.json
view source support (#9225) Revive "view-source" support and add a catch and try statement if "view-source" is not available. Note: the relative path on view-source is not working, it has to be a full url for it to work...
examples/index.html
@@ -284,9 +284,14 @@ <h1><a href="http://threejs.org">three.js</a> / examples</h1> button.id = 'button'; button.textContent = 'View source'; button.addEventListener( 'click', function ( event ) { - - window.open( 'https://github.com/mrdoob/three.js/blob/master/examples/' + selected + '.html' ); - + try{ + var array = location.href.split('/'); + array.pop(); + window.open( 'view-source:'+ array.join('/')+ '/' + selected + '.html' ); + }catch(err){ + window.open( 'https://github.com/mrdoob/three.js/blob/master/examples/' + selected + '.html' ); + console.log(err); + } }, false ); button.style.display = 'none'; document.body.appendChild( button );
false
Other
mrdoob
three.js
7f0e131d963298b1bd60a7d49fd9287e5e7e7139.json
Improve example (#9223)
examples/webgl_geometry_convex.html
@@ -11,11 +11,25 @@ margin: 0px; overflow: hidden; } + #info { + position: absolute; + color: #fff; + top: 0px; + width: 100%; + padding: 5px; + text-align:center; + } + a { + color: #fff; + } </style> </head> <body> + <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - ConvexGeometry</div> + <script src="../build/three.js"></script> + <script src="js/controls/OrbitControls.js"></script> <script src="js/geometries/ConvexGeometry.js"></script> <script src="js/Detector.js"></script> <script src="js/libs/stats.min.js"></script> @@ -24,154 +38,121 @@ if ( ! Detector.webgl ) Detector.addGetWebGLMessage(); - var container, stats; - - var camera, scene, renderer; + var group, camera, scene, renderer; init(); animate(); function init() { - container = document.createElement( 'div' ); - document.body.appendChild( container ); - - camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 ); - camera.position.y = 400; - scene = new THREE.Scene(); - var light, object, materials; + renderer = new THREE.WebGLRenderer( { antialias: true } ); + renderer.setPixelRatio( window.devicePixelRatio ); + renderer.setSize( window.innerWidth, window.innerHeight ); + document.body.appendChild( renderer.domElement ); - scene.add( new THREE.AmbientLight( 0x404040 ) ); + // camera + camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 1000 ); + camera.position.set( 15, 20, 30 ); + scene.add( camera ); - light = new THREE.DirectionalLight( 0xffffff ); - light.position.set( 0, 1, 0 ); - scene.add( light ); + // controls + controls = new THREE.OrbitControls( camera, renderer.domElement ); + controls.minDistance = 20; + controls.maxDistance = 50; + controls.maxPolarAngle = Math.PI / 2; - var map = new THREE.TextureLoader().load( 'textures/UV_Grid_Sm.jpg' ); - map.wrapS = map.wrapT = THREE.RepeatWrapping; - map.anisotropy = 16; + scene.add( new THREE.AmbientLight( 0x222222 ) ); - materials = [ - new THREE.MeshLambertMaterial( { map: map } ), - new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true, transparent: true, opacity: 0.1 } ) - ]; + var light = new THREE.PointLight( 0xffffff, 1 ); + camera.add( light ); + scene.add( new THREE.AxisHelper( 20 ) ); - // tetrahedron + // - var points = [ - new THREE.Vector3( 100, 0, 0 ), - new THREE.Vector3( 0, 100, 0 ), - new THREE.Vector3( 0, 0, 100 ), - new THREE.Vector3( 0, 0, 0 ) - ]; + var loader = new THREE.TextureLoader(); + var texture = loader.load( 'textures/sprites/disc.png' ); - object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials ); - object.position.set( 0, 0, 0 ); - scene.add( object ); + group = new THREE.Group(); + scene.add( group ); - // cube + // points - var points = [ - new THREE.Vector3( 50, 50, 50 ), - new THREE.Vector3( 50, 50, -50 ), - new THREE.Vector3( -50, 50, -50 ), - new THREE.Vector3( -50, 50, 50 ), - new THREE.Vector3( 50, -50, 50 ), - new THREE.Vector3( 50, -50, -50 ), - new THREE.Vector3( -50, -50, -50 ), - new THREE.Vector3( -50, -50, 50 ), - ]; + var pointsGeometry = new THREE.DodecahedronGeometry( 10 ); - object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials ); - object.position.set( -200, 0, -200 ); - scene.add( object ); + for ( var i = 0; i < pointsGeometry.vertices.length; i ++ ) { - // random convex + //pointsGeometry.vertices[ i ].add( randomPoint().multiplyScalar( 2 ) ); // wiggle the points - points = []; - for ( var i = 0; i < 30; i ++ ) { + } - points.push( randomPointInSphere( 50 ) ); + var pointsMaterial = new THREE.PointsMaterial( { - } + color: 0x0080ff, + map: texture, + size: 1, + alphaTest: 0.5 - object = THREE.SceneUtils.createMultiMaterialObject( new THREE.ConvexGeometry( points ), materials ); - object.position.set( -200, 0, 200 ); - scene.add( object ); + } ); + var points = new THREE.Points( pointsGeometry, pointsMaterial ); + group.add( points ); - object = new THREE.AxisHelper( 50 ); - object.position.set( 200, 0, -200 ); - scene.add( object ); + // convex hull - object = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 0 ), 50 ); - object.position.set( 200, 0, 400 ); - scene.add( object ); + var meshMaterial = new THREE.MeshLambertMaterial( { + color: 0xffffff, + opacity: 0.5, + transparent: true + } ); - renderer = new THREE.WebGLRenderer( { antialias: true } ); - renderer.setPixelRatio( window.devicePixelRatio ); - renderer.setSize( window.innerWidth, window.innerHeight ); - container.appendChild( renderer.domElement ); + var meshGeometry = new THREE.ConvexGeometry( pointsGeometry.vertices ); - stats = new Stats(); - container.appendChild( stats.dom ); + mesh = new THREE.Mesh( meshGeometry, meshMaterial ); + mesh.material.side = THREE.BackSide; // back faces + mesh.renderOrder = 0; + group.add( mesh ); + + mesh = new THREE.Mesh( meshGeometry, meshMaterial.clone() ); + mesh.material.side = THREE.FrontSide; // front faces + mesh.renderOrder = 1; + group.add( mesh ); // window.addEventListener( 'resize', onWindowResize, false ); } - function onWindowResize() { - - camera.aspect = window.innerWidth / window.innerHeight; - camera.updateProjectionMatrix(); + function randomPoint() { - renderer.setSize( window.innerWidth, window.innerHeight ); + return new THREE.Vector3( THREE.Math.randFloat( - 1, 1 ), THREE.Math.randFloat( - 1, 1 ), THREE.Math.randFloat( - 1, 1 ) ); } + function onWindowResize() { - function randomPointInSphere( radius ) { + camera.aspect = window.innerWidth / window.innerHeight; + camera.updateProjectionMatrix(); - return new THREE.Vector3( - ( Math.random() - 0.5 ) * 2 * radius, - ( Math.random() - 0.5 ) * 2 * radius, - ( Math.random() - 0.5 ) * 2 * radius - ); + renderer.setSize( window.innerWidth, window.innerHeight ); } function animate() { requestAnimationFrame( animate ); + group.rotation.y += 0.005; + render(); - stats.update(); } function render() { - var timer = Date.now() * 0.0001; - - camera.position.x = Math.cos( timer ) * 800; - camera.position.z = Math.sin( timer ) * 800; - - camera.lookAt( scene.position ); - - for ( var i = 0, l = scene.children.length; i < l; i ++ ) { - - var object = scene.children[ i ]; - - object.rotation.x = timer * 5; - object.rotation.y = timer * 2.5; - - } - renderer.render( scene, camera ); }
false
Other
mrdoob
three.js
a350f91896fad35ec3d1491773a3c0adb4b47734.json
Use flat vertex normals (#9221)
examples/js/geometries/ConvexGeometry.js
@@ -194,7 +194,18 @@ THREE.ConvexGeometry = function( vertices ) { } this.computeFaceNormals(); - this.computeVertexNormals(); + + // Compute flat vertex normals + for ( var i = 0; i < this.faces.length; i ++ ) { + + var face = this.faces[ i ]; + var normal = face.normal; + + face.vertexNormals[ 0 ] = normal.clone(); + face.vertexNormals[ 1 ] = normal.clone(); + face.vertexNormals[ 2 ] = normal.clone(); + + } };
false
Other
mrdoob
three.js
777f18eb6897657daabdd680c2967720b99bc0f4.json
Update Vector3.html like a grammer natzi (#9183) GitHub makes everything so easy these days!
docs/api/math/Vector3.html
@@ -146,7 +146,7 @@ <h3>[method:Float lengthManhattan]() [page:Vector3 this]</h3> <h3>[method:Vector3 normalize]() [page:Vector3 this]</h3> <div> - Normalizes this vector. Transforms this Vector into a Unit vector by dividing the vector by it's length. + Normalizes this vector. Transforms this Vector into a Unit vector by dividing the vector by its length. </div> <h3>[method:Float distanceTo]( [page:Vector3 v] ) [page:Vector3 this]</h3>
false