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Other
mrdoob
three.js
6c12df36047a7066ee6e29fa5ef942f71a165c7a.json
Update convert_to_threejs.py (#9175) syntax error for "print" on: Line 388 Line 2066
utils/converters/fbx/convert_to_threejs.py
@@ -385,7 +385,7 @@ def generate_material_object(material): } else: - print "Unknown type of Material", getMaterialName(material) + print ("Unknown type of Material"), getMaterialName(material) # default to Lambert Material if the current Material type cannot be handeled if not material_type: @@ -2063,7 +2063,7 @@ def copy_textures(textures): shutil.copyfile(url, saveFilename) texture_dict[url] = True except IOError as e: - print "I/O error({0}): {1} {2}".format(e.errno, e.strerror, url) + print ("I/O error({0}): {1} {2}").format(e.errno, e.strerror, url) def findFilesWithExt(directory, ext, include_path = True): ext = ext.lower()
false
Other
mrdoob
three.js
602f38034351fef9de6159ecce5005129b25a129.json
fix sea3d blending material (#9181)
examples/js/loaders/sea3d/SEA3DLoader.js
@@ -1627,30 +1627,30 @@ THREE.SEA3D.prototype.readContainer3D = function( sea ) { THREE.SEA3D.prototype.readSprite = function( sea ) { - var material; + var mat; if ( sea.material ) { if ( ! sea.material.tag.sprite ) { - material = sea.material.tag.sprite = new THREE.SpriteMaterial(); + mat = sea.material.tag.sprite = new THREE.SpriteMaterial(); - this.setBlending( material, sea.blendMode ); + this.setBlending( mat, sea.blendMode ); - material.map = sea.material.tag.map; - material.map.flipY = true; + mat.map = sea.material.tag.map; + mat.map.flipY = true; - material.color.set( sea.material.tag.color ); - material.opacity = sea.material.tag.opacity; - material.blending = sea.material.tag.blending; - material.fog = sea.material.receiveFog; + mat.color.set( sea.material.tag.color ); + mat.opacity = sea.material.tag.opacity; + mat.blending = sea.material.tag.blending; + mat.fog = sea.material.receiveFog; } - else material = sea.material.tag.sprite; + else mat = sea.material.tag.sprite; } - var sprite = new THREE.Sprite( material ); + var sprite = new THREE.Sprite( mat ); sprite.name = sea.name; this.domain.sprites = this.sprites = this.sprites || []; @@ -2193,7 +2193,7 @@ THREE.SEA3D.prototype.createMaterial = function( sea ) { }; -THREE.SEA3D.prototype.setBlending = function( material, blendMode ) { +THREE.SEA3D.prototype.setBlending = function( mat, blendMode ) { if ( blendMode == "normal" ) return;
false
Other
mrdoob
three.js
3ec88490b2293606bb8aad37e4316e83cf523da3.json
fix physical node material
examples/js/nodes/materials/StandardNode.js
@@ -302,7 +302,7 @@ THREE.StandardNode.prototype.build = function( builder ) { output.push( environment.code, - "RE_IndirectSpecular(" + environment.result + ", geometry, material, reflectedLight );" + "RE_IndirectSpecular_Physical(" + environment.result + ", vec3( 0.0 ), geometry, material, reflectedLight );" ); }
false
Other
mrdoob
three.js
b39fd5605fd6cea4bf2db315e7dad06ac62b711d.json
Terminate statement in KeyframeTrackPrototype
src/animation/KeyframeTrackPrototype.js
@@ -362,6 +362,6 @@ KeyframeTrackPrototype = { } -} +}; export { KeyframeTrackPrototype };
false
Other
mrdoob
three.js
a7a9edc24048078843e35b1d069a77961924a1f8.json
Fix typo in AnimationClip
src/animation/AnimationClip.js
@@ -45,8 +45,7 @@ AnimationClip.prototype = { var track = this.tracks[ i ]; - duration = Math.max( - duration, track.times[ track.times.length - 1 ] ); + duration = Math.max( duration, track.times[ track.times.length - 1 ] ); }
false
Other
mrdoob
three.js
41158b56f3e77d29dfb49faefd554724ef2eadb5.json
Remove unnecessary semi-colon from AnimationAction
src/animation/AnimationAction.js
@@ -74,7 +74,7 @@ function AnimationAction( mixer, clip, localRoot ) { this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate this.zeroSlopeAtEnd = true; // clips for start, loop and end -}; +} AnimationAction.prototype = {
false
Other
mrdoob
three.js
6404d18493e9d75bd12bf5f7ae787d0ea51dac2b.json
remove THREE prefixes (#10066)
src/renderers/WebGLRenderer.js
@@ -161,8 +161,9 @@ function WebGLRenderer( parameters ) { _projScreenMatrix = new Matrix4(), - _vector3 = new THREE.Vector3(), - _matrix4 = new THREE.Matrix4(), _matrix42 = new THREE.Matrix4(), + _vector3 = new Vector3(), + _matrix4 = new Matrix4(), + _matrix42 = new Matrix4(), // light arrays cache
false
Other
mrdoob
three.js
4704a6e1480eca02d1a10193f175bd2cde814b70.json
add badging to README.md (#9992)
README.md
@@ -1,6 +1,11 @@ three.js ======== +[![Latest NPM release][npm-badge]][npm-badge-url] +[![License][license-badge]][license-badge-url] +[![Dependencies][dependencies-badge]][dependencies-badge-url] +[![Dev Dependencies][devDependencies-badge]][devDependencies-badge-url] + #### JavaScript 3D library #### The aim of the project is to create an easy to use, lightweight, 3D library. The library provides <canvas>, <svg>, CSS3D and WebGL renderers. @@ -66,3 +71,14 @@ If everything went well you should see [this](http://jsfiddle.net/hfj7gm6t/). ### Change log ### [releases](https://github.com/mrdoob/three.js/releases) + + + +[npm-badge]: https://img.shields.io/npm/v/three.svg +[npm-badge-url]: https://www.npmjs.com/package/three +[license-badge]: https://img.shields.io/npm/l/three.svg +[license-badge-url]: ./LICENSE +[dependencies-badge]: https://img.shields.io/david/mrdoob/three.js.svg +[dependencies-badge-url]: https://david-dm.org/mrdoob/three.js +[devDependencies-badge]: https://img.shields.io/david/dev/mrdoob/three.js.svg +[devDependencies-badge-url]: https://david-dm.org/mrdoob/three.js#info=devDependencies
false
Other
mrdoob
three.js
afa1c183fd8840a2600becba41a4411b7fcfb66d.json
Terminate statement in Sphere test
test/unit/math/Sphere.js
@@ -92,7 +92,7 @@ test( "getBoundingBox", function() { ok( a.getBoundingBox().equals( new THREE.Box3( zero3, two3 ) ), "Passed!" ); - a.set( zero3, 0 ) + a.set( zero3, 0 ); ok( a.getBoundingBox().equals( new THREE.Box3( zero3, zero3 ) ), "Passed!" ); });
false
Other
mrdoob
three.js
7cdc5db5b137ae4f7c6ae416a98c74aa2085ddae.json
Terminate statement in Matrix4 test
test/unit/math/Matrix4.js
@@ -217,7 +217,7 @@ test( "makeBasis/extractBasis", function() { var identity = new THREE.Matrix4(); ok( matrixEquals4( a, identity ), "Passed!" ); - var testBases = [ [ new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( -1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ) ] ] + var testBases = [ [ new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( -1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ) ] ]; for( var i = 0; i < testBases.length; i ++ ) { var testBasis = testBases[i]; var b = new THREE.Matrix4().makeBasis( testBasis[0], testBasis[1], testBasis[2] );
false
Other
mrdoob
three.js
aa97b2cad4311e7d5ad5e1935e306ca5803ac97d.json
Remove unneeded comma from BoxGeometry test
test/unit/geometries/BoxGeometry.tests.js
@@ -8,7 +8,7 @@ depth: 30, widthSegments: 2, heightSegments: 3, - depthSegments: 4, + depthSegments: 4 }; var geometries;
false
Other
mrdoob
three.js
bdfdbd3dc9bf3f83f7e6c485d63efc9e71acc6b5.json
Remove unneeded comma from BoxHelper test
test/unit/extras/helpers/BoxHelper.tests.js
@@ -3,7 +3,7 @@ 'use strict'; var parameters = { - diameter: 10, + diameter: 10 }; var geometries;
false
Other
mrdoob
three.js
bb01ca7eb6dfab9cca85f440a5dfda292b184c7a.json
Simplify if statement in WebGLTextures
src/renderers/webgl/WebGLTextures.js
@@ -67,11 +67,8 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, paramT function textureNeedsPowerOfTwo( texture ) { - if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) return true; - if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) return true; - - return false; - + return (texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) || ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ); + } // Fallback filters for non-power-of-2 textures
false
Other
mrdoob
three.js
b3491e78c1eeb6d8bf88509d6c2bf73774bb268e.json
Remove unneeded comma in WebGLProgram
src/renderers/webgl/WebGLProgram.js
@@ -87,7 +87,7 @@ function generateExtensions( extensions, parameters, rendererExtensions ) { ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', - ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '', + ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '' ]; return chunks.filter( filterEmptyLine ).join( '\n' );
false
Other
mrdoob
three.js
1de867fae716726511f0f0ab059e14879d16030d.json
Remove unneeded comma in ShaderLib
src/renderers/shaders/ShaderLib.js
@@ -86,7 +86,7 @@ var ShaderLib = { emissive : { value: new Color( 0x000000 ) }, roughness: { value: 0.5 }, metalness: { value: 0 }, - envMapIntensity : { value: 1 }, // temporary + envMapIntensity : { value: 1 } // temporary } ),
false
Other
mrdoob
three.js
58b05d3ec1e862c17e3aa80d9bae7861fa73eb21.json
Terminate statement in Vector3
src/math/Vector3.js
@@ -710,7 +710,7 @@ Vector3.prototype = { if ( typeof m === 'number' ) { console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' ); - var temp = m + var temp = m; m = index; index = temp;
false
Other
mrdoob
three.js
780dbe8c5dda2149a682bf6687d0732bffaab3cd.json
Remove unneeded comma at the end of Spherical
src/math/Spherical.js
@@ -78,7 +78,7 @@ Spherical.prototype = { return this; - }, + } };
false
Other
mrdoob
three.js
3abc44cceb5d10905092384b98a6d1c51a267180.json
Remove unneeded comma in AmbiantLight
src/lights/AmbientLight.js
@@ -18,7 +18,7 @@ AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), { constructor: AmbientLight, - isAmbientLight: true, + isAmbientLight: true } );
false
Other
mrdoob
three.js
ae1573e26cf78e41e9eef5d4afd9111dba20229b.json
Fix typo in AnimationClip
src/animation/AnimationClip.js
@@ -310,8 +310,7 @@ Object.assign( AnimationClip, { var times = []; var values = []; - for ( var m = 0; - m !== animationKeys[k].morphTargets.length; ++ m ) { + for ( var m = 0; m !== animationKeys[k].morphTargets.length; ++ m ) { var animationKey = animationKeys[k]; @@ -320,8 +319,7 @@ Object.assign( AnimationClip, { } - tracks.push( new NumberKeyframeTrack( - '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + tracks.push( new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); }
false
Other
mrdoob
three.js
1bfb2a76b4e4e7b05f60197b2b844835dfae0a53.json
Fix bad refactoring of loopCount member
src/animation/AnimationAction.js
@@ -473,7 +473,7 @@ AnimationAction.prototype = { if ( loopCount === -1 ) { // just started - this.loopCount = 0; + this._loopCount = 0; this._setEndings( true, true, false ); }
false
Other
mrdoob
three.js
84a68f359a06c33ce5042b8e7c57993cff2d0450.json
Fix comma expression in AnimationAction
src/animation/AnimationAction.js
@@ -273,7 +273,7 @@ AnimationAction.prototype = { if ( interpolant === null ) { - interpolant = mixer._lendControlInterpolant(), + interpolant = mixer._lendControlInterpolant(); this._timeScaleInterpolant = interpolant; } @@ -636,7 +636,7 @@ AnimationAction.prototype = { if ( interpolant === null ) { - interpolant = mixer._lendControlInterpolant(), + interpolant = mixer._lendControlInterpolant(); this._weightInterpolant = interpolant; }
false
Other
mrdoob
three.js
bbf8aa17f24de6016bdbb60735e3027a84c1e774.json
Remove unneeded comma in NumberKeyframeTrack
src/animation/tracks/NumberKeyframeTrack.js
@@ -21,7 +21,7 @@ NumberKeyframeTrack.prototype = constructor: NumberKeyframeTrack, - ValueTypeName: 'number', + ValueTypeName: 'number' // ValueBufferType is inherited
false
Other
mrdoob
three.js
607584f62e5cb58f037228a67e0efa69f25e687c.json
improve fbx and maya docs
utils/converters/fbx/README.md
@@ -48,8 +48,22 @@ Don't forget the visit the FBX SDK documentation website: http://docs.autodesk.com/FBX/2013/ENU/FBX-SDK-Documentation/cpp_ref/index.html ``` +*Note:* If you use the OSX installer, it will install the Python packages into the following folder. + +``` +/Applications/Autodesk/FBX Python SDK/[VERSION]/lib/ +``` + +If the tool still can't find the FBX SDK, you may need to copy the `fbx.so`, `FbxCommon.py` and `sip.so` files into your site_packages folder. + +If you don't know your site_packages folder, run `python` from shell and paste this: + +```py +import site; site.getsitepackages() +``` + ### Python -* Requires Python 2.6 or 3.1 (The FBX SDK requires one of these versions) +* Requires Python 2.6, 2.7 or 3.1 (The FBX SDK requires one of these versions) ``` bash sudo apt-get install build-essential
true
Other
mrdoob
three.js
607584f62e5cb58f037228a67e0efa69f25e687c.json
improve fbx and maya docs
utils/exporters/maya/README.md
@@ -19,17 +19,21 @@ Exports Maya models to Three.js' JSON format. Currently supports exporting the ## Installation -Install [pymel](http://download.autodesk.com/global/docs/maya2014/en_us/PyMel/install.html). -Though the docs are way out of date, the process described still works as of -2014. +(Maya 2016 suggested) + +Install [pymel](http://download.autodesk.com/global/docs/maya2014/en_us/PyMel/install.html) if necessary – Maya 2015 and newer will already include this for you. If you need to install PyMel manually, you can clone the latest from the [LumaPictures/pymel](https://github.com/LumaPictures/pymel) repository. Copy the scripts and plug-ins folders to the appropriate maya folder, where `maya-version` is your current version of Maya (eg. 2013-x64). - Windows: `C:\Users\username\Documents\maya\maya-version` - OSX: `~/Library/Preferences/Autodesk/maya/maya-version` - Linux: `/usr/autodesk/userconfig/maya/maya-version` -After that, you need to activate the plugin. In Maya, open `Window > Settings/Preferences > Plug-in Manager` and enable the checkboxes next to `threeJsFileTranslator.py`. +After that, you need to activate the plugin. In Maya, open `Windows > Settings/Preferences > Plug-in Manager` and enable the checkboxes next to `threeJsFileTranslator.py`. + +![menu](http://i.imgur.com/XPsq77Q.png) + +![plugin](http://i.imgur.com/Bvlj8l6.png) ## Usage
true
Other
mrdoob
three.js
64eb745c3c8bc9f59f681e7cab22bc7f444b9b3b.json
add TAARenderPass and polish MSAA example/code.
examples/js/postprocessing/ManualMSAARenderPass.js
@@ -18,16 +18,16 @@ THREE.ManualMSAARenderPass = function ( scene, camera, params ) { if ( THREE.CompositeShader === undefined ) { - console.error( "THREE.MSAAPass relies on THREE.CompositeShader" ); + console.error( "THREE.ManualMSAARenderPass relies on THREE.CompositeShader" ); } var compositeShader = THREE.CompositeShader; - this.uniforms = THREE.UniformsUtils.clone( compositeShader.uniforms ); + this.compositeUniforms = THREE.UniformsUtils.clone( compositeShader.uniforms ); this.materialComposite = new THREE.ShaderMaterial( { - uniforms: this.uniforms, + uniforms: this.compositeUniforms, vertexShader: compositeShader.vertexShader, fragmentShader: compositeShader.fragmentShader, transparent: true, @@ -49,6 +49,8 @@ THREE.ManualMSAARenderPass = function ( scene, camera, params ) { THREE.ManualMSAARenderPass.prototype = { + constructor: THREE.ManualMSAARenderPass, + dispose: function() { if ( this.sampleRenderTarget ) { @@ -88,8 +90,8 @@ THREE.ManualMSAARenderPass.prototype = { var autoClear = renderer.autoClear; renderer.autoClear = false; - this.uniforms[ "scale" ].value = 1.0 / ( jitterOffsets.length ); - this.uniforms[ "tForeground" ].value = this.sampleRenderTarget; + this.compositeUniforms[ "scale" ].value = 1.0 / ( jitterOffsets.length ); + this.compositeUniforms[ "tForeground" ].value = this.sampleRenderTarget; // render the scene multiple times, each slightly jitter offset from the last and accumulate the results. for ( var i = 0; i < jitterOffsets.length; i ++ ) {
true
Other
mrdoob
three.js
64eb745c3c8bc9f59f681e7cab22bc7f444b9b3b.json
add TAARenderPass and polish MSAA example/code.
examples/js/postprocessing/TAARenderPass.js
@@ -0,0 +1,114 @@ +/** + * @author bhouston / http://clara.io/ * + */ + +THREE.TAARenderPass = function ( scene, camera, params ) { + + if ( THREE.ManualMSAARenderPass === undefined ) { + + console.error( "THREE.TAARenderPass relies on THREE.ManualMSAARenderPass" ); + + } + THREE.ManualMSAARenderPass.call( this, scene, camera, params ); + + this.sampleLevel = 1; + this.accumulate = false; + + if ( THREE.CompositeShader === undefined ) { + + console.error( "THREE.TAARenderPass relies on THREE.CompositeShader" ); + + } + + var accumulateShader = THREE.CompositeShader; + this.accumulateUniforms = THREE.UniformsUtils.clone( accumulateShader.uniforms ); + + this.materialAccumulate = new THREE.ShaderMaterial( { + + uniforms: this.accumulateUniforms, + vertexShader: accumulateShader.vertexShader, + fragmentShader: accumulateShader.fragmentShader, + transparent: true, + blending: THREE.CustomBlending, + blendSrc: THREE.OneFactor, + blendDst: THREE.OneMinusSrcAlphaFactor, + blendEquation: THREE.AddEquation, + depthTest: false, + depthWrite: false + + } ); + + this.camera3 = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); + this.scene3 = new THREE.Scene(); + this.quad3 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.materialAccumulate ); + this.scene3.add( this.quad3 ); + +}; + +THREE.TAARenderPass.prototype = Object.create( THREE.ManualMSAARenderPass.prototype ); +THREE.TAARenderPass.prototype.constructor = THREE.TAARenderPass; +THREE.TAARenderPass.JitterVectors = THREE.ManualMSAARenderPass.JitterVectors; + +THREE.TAARenderPass.prototype.render = function ( renderer, writeBuffer, readBuffer, delta ) { + + if( ! this.accumulate ) { + + THREE.ManualMSAARenderPass.prototype.render.call( this, renderer, writeBuffer, readBuffer, delta ); + + this.accumulateIndex = 0; + return; + + } + + var jitterOffsets = THREE.TAARenderPass.JitterVectors[ 4 ]; + + var camera = ( this.camera || this.scene.camera ); + + if ( ! this.sampleRenderTarget ) { + + this.sampleRenderTarget = new THREE.WebGLRenderTarget( readBuffer.width, readBuffer.height, this.params ); + + } + + + if( this.accumulateIndex < jitterOffsets.length ) { + var autoClear = renderer.autoClear; + renderer.autoClear = false; + + this.accumulateUniforms[ "scale" ].value = 1.0 / ( jitterOffsets.length ); + this.accumulateUniforms[ "tForeground" ].value = writeBuffer; + + // render the scene multiple times, each slightly jitter offset from the last and accumulate the results. + var numSamplesPerFrame = Math.pow( 2, this.sampleLevel ); + for ( var i = 0; i < numSamplesPerFrame; i ++ ) { + + var j = this.accumulateIndex; + // only jitters perspective cameras. TODO: add support for jittering orthogonal cameras + var jitterOffset = jitterOffsets[j]; + if ( camera.setViewOffset ) { + camera.setViewOffset( readBuffer.width, readBuffer.height, + jitterOffset[ 0 ] * 0.0625, jitterOffset[ 1 ] * 0.0625, // 0.0625 = 1 / 16 + readBuffer.width, readBuffer.height ); + } + + renderer.render( this.scene, this.camera, writeBuffer, true ); + + this.accumulateUniforms[ "scale" ].value = 1.0 / ( this.accumulateIndex + 1 ); + renderer.render( this.scene3, this.camera3, this.sampleRenderTarget, ( this.accumulateIndex == 0 ) ); + + this.accumulateIndex ++; + if( this.accumulateIndex >= jitterOffsets.length ) break; + } + + // reset jitter to nothing. TODO: add support for orthogonal cameras + if ( camera.setViewOffset ) camera.setViewOffset( undefined, undefined, undefined, undefined, undefined, undefined ); + + renderer.autoClear = true; + + } + + this.accumulateUniforms[ "scale" ].value = 1.0; + this.accumulateUniforms[ "tForeground" ].value = this.sampleRenderTarget; + renderer.render( this.scene3, this.camera3, writeBuffer ); + +}
true
Other
mrdoob
three.js
64eb745c3c8bc9f59f681e7cab22bc7f444b9b3b.json
add TAARenderPass and polish MSAA example/code.
examples/webgl_postprocessing_msaa.html
@@ -29,6 +29,7 @@ <body> <div id="info"> <a href="http://threejs.org" target="_blank">three.js</a> - Manual Multi-Sample Anti-Aliasing (MSAA) pass by <a href="https://clara.io" target="_blank">Ben Houston</a><br/><br/> + This manual approach to MSAA re-renders the scene with camera jitter and accumulates the results. It is a slow approach.<br/><br/> Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect MSAA levels have one the resulting render quality. </div> @@ -50,7 +51,7 @@ <script> - var camera, scene, renderer, composer, copyPass, manualMSAARenderPass; + var camera, scene, renderer, composer, copyPass, msaaRenderPass; var gui, stats, texture; var param = { MSAASampleLevel: 2 }; @@ -74,8 +75,8 @@ 'Level 4: 16 Samples': 4 } ).onFinishChange( function() { - if( manualMSAARenderPass ) { - manualMSAARenderPass.sampleLevel = param.MSAASampleLevel; + if( msaaRenderPass ) { + msaaRenderPass.sampleLevel = param.MSAASampleLevel; } } ); @@ -128,9 +129,9 @@ composer = new THREE.EffectComposer( renderer ); - manualMSAARenderPass = new THREE.ManualMSAARenderPass( scene, camera ); - manualMSAARenderPass.sampleLevel = param.MSAASampleLevel; - composer.addPass( manualMSAARenderPass ); + msaaRenderPass = new THREE.ManualMSAARenderPass( scene, camera ); + msaaRenderPass.sampleLevel = param.MSAASampleLevel; + composer.addPass( msaaRenderPass ); copyPass = new THREE.ShaderPass( THREE.CopyShader ); copyPass.renderToScreen = true; @@ -154,7 +155,7 @@ var newWidth = Math.floor( width / pixelRatio ) || 1; var newHeight = Math.floor( height / pixelRatio ) || 1; composer.setSize( newWidth, newHeight ); - msaaPass.setSize( newWidth, newHeight ); + msaaRenderPass.setSize( newWidth, newHeight ); }
true
Other
mrdoob
three.js
64eb745c3c8bc9f59f681e7cab22bc7f444b9b3b.json
add TAARenderPass and polish MSAA example/code.
examples/webgl_postprocessing_taa.html
@@ -0,0 +1,213 @@ +<!DOCTYPE html> +<html lang="en"> + <head> + <title>three.js webgl - postprocessing manual msaa</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 { + margin: 0px; + background-color: #000; + overflow: hidden; + font-family:Monospace; + font-size:13px; + margin: 0px; + text-align:center; + overflow: hidden; + } + + #info { + color: #fff; + position: absolute; + top: 10px; + width: 100%; + text-align: center; + display:block; + } + </style> + </head> + <body> + <div id="info"> + <a href="http://threejs.org" target="_blank">three.js</a> - Temporal Anti-Aliasing (TAA) pass by <a href="https://clara.io" target="_blank">Ben Houston</a><br/><br/> + When the rotation stops the scene automatically improves its static visual quality by accumulating jittered renders.<br/> + This allows for the static quality of a high quality, but slow MSAA shader at the cost of a single render per frame (if sampleLevel = 0).<br/><br/> + Texture interpolation, mipmapping and anistropic sampling is disabled to emphasize<br/> the effect MSAA levels have one the resulting render quality. + </div> + + <div id="container"></div> + + <script src="../build/three.min.js"></script> + <script src="js/libs/stats.min.js"></script> + <script src="js/libs/dat.gui.min.js"></script> + + <script src="js/postprocessing/ManualMSAARenderPass.js"></script> + <script src="js/postprocessing/TAARenderPass.js"></script> + <script src="js/shaders/CopyShader.js"></script> + <script src="js/shaders/CompositeShader.js"></script> + + <script src="js/postprocessing/EffectComposer.js"></script> + <script src="js/postprocessing/RenderPass.js"></script> + <script src="js/postprocessing/MaskPass.js"></script> + <script src="js/postprocessing/ShaderPass.js"></script> + + + <script> + + var camera, scene, renderer, composer, copyPass, taaRenderPass, renderPass; + var gui, stats, texture; + + var param = { TAAEnabled: "1", TAASampleLevel: 0 }; + + init(); + animate(); + + clearGui(); + + function clearGui() { + + if ( gui ) gui.destroy(); + + gui = new dat.GUI(); + + gui.add( param, 'TAAEnabled', { + 'Disabled': '0', + 'Enabled': '1' + } ).onFinishChange( function() { + + if( taaRenderPass ) { + + taaRenderPass.enabled = ( param.TAAEnabled === "1" ); + renderPass.enabled = ( param.TAAEnabled !== "1" ); + + } + + } ); + + gui.add( param, 'TAASampleLevel', { + 'Level 0: 1 Sample': 0, + 'Level 1: 2 Samples': 1, + 'Level 2: 4 Samples': 2, + 'Level 3: 8 Samples': 3, + 'Level 4: 16 Samples': 4 + } ).onFinishChange( function() { + + if( taaRenderPass ) { + taaRenderPass.sampleLevel = param.TAASampleLevel; + } + + } ); + + gui.open(); + + } + + function init() { + + container = document.getElementById( "container" ); + + renderer = new THREE.WebGLRenderer( { antialias: false } ); + renderer.setPixelRatio( window.devicePixelRatio ); + renderer.setSize( window.innerWidth, window.innerHeight ); + document.body.appendChild( renderer.domElement ); + + stats = new Stats(); + stats.domElement.style.position = 'absolute'; + stats.domElement.style.top = '0px'; + container.appendChild( stats.domElement ); + + // + + camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 ); + camera.position.z = 300; + + scene = new THREE.Scene(); + + var geometry = new THREE.BoxGeometry( 120, 120, 120 ); + var material = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } ); + + var mesh = new THREE.Mesh( geometry, material ); + mesh.position.x = - 100; + scene.add( mesh ); + + var texture = new THREE.TextureLoader().load( "textures/brick_diffuse.jpg" ); + texture.minFilter = THREE.NearestFilter; + texture.magFilter = THREE.NearestFilter; + texture.anisotropy = 1; + texture.generateMipmaps = false; + + var material = new THREE.MeshBasicMaterial( { map: texture } ); + + var mesh = new THREE.Mesh( geometry, material ); + mesh.position.x = 100; + scene.add( mesh ); + + // postprocessing + + composer = new THREE.EffectComposer( renderer ); + + taaRenderPass = new THREE.TAARenderPass( scene, camera ); + composer.addPass( taaRenderPass ); + + renderPass = new THREE.RenderPass( scene, camera ); + renderPass.enabled = false; + composer.addPass( renderPass ); + + copyPass = new THREE.ShaderPass( THREE.CopyShader ); + copyPass.renderToScreen = true; + composer.addPass( copyPass ); + + window.addEventListener( 'resize', onWindowResize, false ); + + } + + function onWindowResize() { + + var width = window.innerWidth; + var height = window.innerHeight; + + camera.aspect = width / height; + camera.updateProjectionMatrix(); + + renderer.setSize( width, height ); + + var pixelRatio = renderer.getPixelRatio(); + var newWidth = Math.floor( width / pixelRatio ) || 1; + var newHeight = Math.floor( height / pixelRatio ) || 1; + composer.setSize( newWidth, newHeight ); + taaRenderPass.setSize( newWidth, newHeight ); + + } + + function animate() { + + this.index = this.index || 0; + + requestAnimationFrame( animate ); + + this.index ++; + + if( Math.round( this.index / 200 ) % 2 === 0 ) { + for ( var i = 0; i < scene.children.length; i ++ ) { + + var child = scene.children[ i ]; + + child.rotation.x += 0.005; + child.rotation.y += 0.01; + + } + if( taaRenderPass ) taaRenderPass.accumulate = false; + } + else { + if( taaRenderPass ) taaRenderPass.accumulate = true; + } + + composer.render(); + + stats.update(); + + } + + </script> + <div> + </body> +</html>
true
Other
mrdoob
three.js
9e625f42488260f19d7a1af768b0312bfdc17e6c.json
fix weight accumulation.
examples/js/postprocessing/MSAAPass.js
@@ -92,7 +92,7 @@ THREE.MSAAPass.prototype = { // this accumulation strategy is used to prevent decimation at low bit depths with lots of samples. this.uniforms[ "scale" ].value = weight; - weight *= 0.5; + weight = 1.0 / (i+1); // clear on the first render, accumulate the others var autoClear = renderer.autoClear;
false
Other
mrdoob
three.js
134f99d3cafec9d8798070339ab9e63d1c6307d0.json
add msaa to example files.js
examples/files.js
@@ -177,6 +177,7 @@ var files = { "webgl_postprocessing_glitch", "webgl_postprocessing_godrays", "webgl_postprocessing_masking", + "webgl_postprocessing_msaa", "webgl_postprocessing_nodes", "webgl_postprocessing_smaa", "webgl_postprocessing_ssao",
false
Other
mrdoob
three.js
4acd477f17a70bfef88b7e9c5411a5c4925c6f88.json
add stats to SMAA example.
examples/webgl_postprocessing_smaa.html
@@ -14,7 +14,10 @@ </head> <body> + <div id="container"></div> + <script src="../build/three.min.js"></script> + <script src="js/libs/stats.min.js"></script> <script src="js/postprocessing/SMAAPass.js"></script> <script src="js/shaders/CopyShader.js"></script> @@ -28,11 +31,18 @@ <script> - var camera, scene, renderer, composer, pass; + var camera, scene, renderer, composer, pass, stats; var geometry, material, object; var textureLoader = new THREE.TextureLoader(); + container = document.getElementById( "container" ); + + stats = new Stats(); + stats.domElement.style.position = 'absolute'; + stats.domElement.style.top = '0px'; + container.appendChild( stats.domElement ); + textureLoader.load( "./textures/brick_diffuse.jpg", function( meshTexture ) { init( meshTexture ); animate(); @@ -100,9 +110,11 @@ composer.render(); + stats.update(); + } </script> - + </div> </body> </html>
false
Other
mrdoob
three.js
0548de58d6f2c57891c9802e859b509dcba4b7a5.json
add resizing support to MSAA example.
examples/js/postprocessing/MSAAPass.js
@@ -69,6 +69,13 @@ THREE.MSAAPass.prototype = { }, + + setSize: function ( width, height ) { + + this.sampleRenderTarget.setSize( width, height ); + + }, + render: function ( renderer, writeBuffer, readBuffer, delta ) { if( ! this.sampleRenderTarget ) {
true
Other
mrdoob
three.js
0548de58d6f2c57891c9802e859b509dcba4b7a5.json
add resizing support to MSAA example.
examples/webgl_postprocessing_msaa.html
@@ -50,14 +50,11 @@ <script> - var camera, scene, renderer, composer, pass; - var geometry, material, gui, object, msaaPass, stats; + var camera, scene, renderer, composer, copyPass, msaaPass; + var geometry, material, gui, object, stats; var param = { MSAASampleLevel: 2 }; - - var clock = new THREE.Clock(); - var textureLoader = new THREE.TextureLoader(); container = document.getElementById( "container" ); @@ -129,7 +126,7 @@ massPass.sampleLevel = param.MSAASampleLevel; composer.addPass( massPass ); - var copyPass = new THREE.ShaderPass( THREE.CopyShader ); + copyPass = new THREE.ShaderPass( THREE.CopyShader ); copyPass.renderToScreen = true; composer.addPass( copyPass ); @@ -151,7 +148,7 @@ var newWidth = Math.floor( width / pixelRatio ) || 1; var newHeight = Math.floor( height / pixelRatio ) || 1; composer.setSize( newWidth, newHeight ); - pass.setSize( newWidth, newHeight ); + if( msaaPass ) msaaPass.setSize( newWidth, newHeight ); }
true
Other
mrdoob
three.js
badfaad725177fbe522d3649a703f77dc0687a62.json
fix msaa pass, improve example.
examples/js/postprocessing/MSAAPass.js
@@ -1,5 +1,10 @@ /** * @author bhouston / http://clara.io/ + * + * NOTE: Accumulating a lot of samples with a 8-bit-per-channel RGB/RGBA buffer will + * lead to discretization effects. For accurate sample accumulation use a floating + * point buffer. + * */ THREE.MSAAPass = function ( scene, camera, params ) { @@ -83,7 +88,10 @@ THREE.MSAAPass.prototype = { renderer.render( this.scene, camera, this.sampleRenderTarget, true ); // clear on the first render, accumulate the others + var autoClear = renderer.autoClear; + renderer.autoClear = false; renderer.render( this.scene2, this.camera2, writeBuffer, i === 0 ); + renderer.autoClear = true; }
true
Other
mrdoob
three.js
badfaad725177fbe522d3649a703f77dc0687a62.json
fix msaa pass, improve example.
examples/webgl_postprocessing_msaa.html
@@ -7,17 +7,36 @@ <style> body { margin: 0px; - background-color: #000000; + background-color: #000; overflow: hidden; + font-family:Monospace; + font-size:13px; + margin: 0px; + text-align:center; + overflow: hidden; + } + + #info { + color: #fff; + position: absolute; + top: 10px; + width: 100%; + text-align: center; + display:block; } </style> </head> <body> - <div id="container"></div> <div id="info"> - <a href="http://threejs.org" target="_blank">three.js</a> - Manual Multi-Sample Anti-Aliasing (MSAA) pass by <a href="https://clara.io" target="_blank">Ben Houston</a> + <a href="http://threejs.org" target="_blank">three.js</a> - Manual Multi-Sample Anti-Aliasing (MSAA) pass by <a href="https://clara.io" target="_blank">Ben Houston</a></br></br> + WARNING: High MSAA samples count will lead</br>to discretization effects when used with 8-bit per channel Render Buffers. </div> + + <div id="container"></div> + <script src="../build/three.min.js"></script> + <script src="js/libs/stats.min.js"></script> + <script src="js/libs/dat.gui.min.js"></script> <script src="js/postprocessing/MSAAPass.js"></script> <script src="js/shaders/CopyShader.js"></script> @@ -32,15 +51,56 @@ <script> var camera, scene, renderer, composer, pass; - var geometry, material, object; + var geometry, material, gui, object, msaaPass, stats; + + var param = { MSAASampleLevel: 2 }; + + + var clock = new THREE.Clock(); var textureLoader = new THREE.TextureLoader(); + container = document.getElementById( "container" ); + + stats = new Stats(); + stats.domElement.style.position = 'absolute'; + stats.domElement.style.top = '0px'; + container.appendChild( stats.domElement ); + textureLoader.load( "textures/brick_diffuse.jpg", function( meshTexture ) { init( meshTexture ); animate(); + clearGui(); + + }); + + function clearGui() { + + if ( gui ) gui.destroy(); + + gui = new dat.GUI(); + + var example = gui.add( param, 'MSAASampleLevel', { + 'Level 0: 1 Sample': 0, + 'Level 1: 2 Samples': 1, + 'Level 2: 4 Samples': 2, + 'Level 3: 8 Samples': 3, + 'Level 4: 16 Samples': 4, + 'Level 5: 32 Samples': 5 + } ).onFinishChange( function() { + + if( massPass ) { + massPass.sampleLevel = param.MSAASampleLevel; + } + + } ); + + gui.open(); + + } + function init( meshTexture ) { renderer = new THREE.WebGLRenderer( { antialias: false } ); @@ -65,8 +125,8 @@ composer = new THREE.EffectComposer( renderer ); - var massPass = new THREE.MSAAPass( scene, camera ); - massPass.sampleLevel = 1; + massPass = new THREE.MSAAPass( scene, camera ); + massPass.sampleLevel = param.MSAASampleLevel; composer.addPass( massPass ); var copyPass = new THREE.ShaderPass( THREE.CopyShader ); @@ -104,9 +164,11 @@ composer.render(); + stats.update(); + } </script> - + <div> </body> </html>
true
Other
mrdoob
three.js
3c8cb97f516f2c29bc78224f2bce58ab9e7934a5.json
add link to reference for the sample patterns.
examples/js/postprocessing/MSAAPass.js
@@ -111,6 +111,8 @@ THREE.MSAAPass.normalizedJitterOffsets = function( jitterVectors ) { // These jitter vectors are specified in integers because it is easier. // I am assuming a [-8,8] integer grid, but it needs to be mapped onto [-0.5,0.5] // before being used, thus these integers need to be scaled by 1/16. +// +// Sample patterns reference: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476218%28v=vs.85%29.aspx?f=255&MSPPError=-2147217396 THREE.MSAAPass.JitterVectors = [ THREE.MSAAPass.normalizedJitterOffsets( [ [ 0, 0 ]
false
Other
mrdoob
three.js
246d92bae8ca3ffb1e46cc52d600006e8764ab4f.json
remove debug comment.
examples/js/postprocessing/MSAAPass.js
@@ -39,8 +39,6 @@ THREE.MSAAPass = function ( scene, camera, params ) { } ); - console.log( 'this.materialComposite', this.materialComposite ); - this.camera2 = new THREE.OrthographicCamera( -1, 1, 1, -1, 0, 1 ); this.scene2 = new THREE.Scene(); this.quad2 = new THREE.Mesh( new THREE.PlaneGeometry( 2, 2 ), this.materialComposite );
false
Other
mrdoob
three.js
f787058cee5922066998072f706bd5697df76b45.json
Add missing semicolon in simplehttpserver.js
utils/servers/simplehttpserver.js
@@ -95,7 +95,7 @@ http.createServer(handleRequest).listen(port); require('dns').lookup(require('os').hostname(), function (err, addr, fam) { console.log('Running at http://' + addr + ((port === 80) ? '' : ':') + port + '/'); -}) +}); console.log('Three.js server has started...'); -console.log('Base directory at ' + currentDir); \ No newline at end of file +console.log('Base directory at ' + currentDir);
false
Other
mrdoob
three.js
ac465dc48faad9d8b02818d57378311b78c315da.json
Remove unneeded comma in geometry.js
docs/scenes/js/geometry.js
@@ -205,7 +205,7 @@ var guis = { heightSegments : 1, openEnded : false, thetaStart : 0, - thetaLength : twoPi, + thetaLength : twoPi }; function generateGeometry() { @@ -251,7 +251,7 @@ var guis = { heightSegments : 1, openEnded : false, thetaStart : 0, - thetaLength : twoPi, + thetaLength : twoPi }; function generateGeometry() { @@ -296,7 +296,7 @@ var guis = { heightSegments : 1, openEnded : false, thetaStart : 0, - thetaLength : twoPi, + thetaLength : twoPi }; function generateGeometry() { @@ -339,7 +339,7 @@ var guis = { heightSegments : 1, openEnded : false, thetaStart : 0, - thetaLength : twoPi, + thetaLength : twoPi }; function generateGeometry() { @@ -380,7 +380,7 @@ var guis = { radius : 10, segments : 32, thetaStart : 0, - thetaLength : twoPi, + thetaLength : twoPi }; function generateGeometry() { @@ -410,7 +410,7 @@ var guis = { radius : 10, segments : 32, thetaStart : 0, - thetaLength : twoPi, + thetaLength : twoPi }; function generateGeometry() { @@ -438,7 +438,7 @@ var guis = { var data = { radius : 10, - detail : 0, + detail : 0 }; function generateGeometry() { @@ -464,7 +464,7 @@ var guis = { var data = { radius : 10, - detail : 0, + detail : 0 }; function generateGeometry() { @@ -490,7 +490,7 @@ var guis = { var data = { radius : 10, - detail : 0, + detail : 0 }; function generateGeometry() { @@ -516,7 +516,7 @@ var guis = { var data = { radius : 10, - detail : 0, + detail : 0 }; function generateGeometry() { @@ -551,7 +551,7 @@ var guis = { var data = { segments : 12, phiStart : 0, - phiLength : twoPi, + phiLength : twoPi }; function generateGeometry() { @@ -587,7 +587,7 @@ var guis = { var data = { segments : 12, phiStart : 0, - phiLength : twoPi, + phiLength : twoPi }; function generateGeometry() { @@ -614,7 +614,7 @@ var guis = { var data = { radius : 10, - detail : 0, + detail : 0 }; function generateGeometry() { @@ -640,7 +640,7 @@ var guis = { var data = { radius : 10, - detail : 0, + detail : 0 }; function generateGeometry() { @@ -730,7 +730,7 @@ var guis = { thetaSegments : 8, phiSegments : 8, thetaStart : 0, - thetaLength : twoPi, + thetaLength : twoPi }; function generateGeometry() { @@ -764,7 +764,7 @@ var guis = { thetaSegments : 8, phiSegments : 8, thetaStart : 0, - thetaLength : twoPi, + thetaLength : twoPi }; function generateGeometry() { @@ -799,7 +799,7 @@ var guis = { phiStart : 0, phiLength : twoPi, thetaStart : 0, - thetaLength : Math.PI, + thetaLength : Math.PI }; function generateGeometry() { @@ -835,7 +835,7 @@ var guis = { phiStart : 0, phiLength : twoPi, thetaStart : 0, - thetaLength : Math.PI, + thetaLength : Math.PI }; function generateGeometry() { @@ -866,7 +866,7 @@ var guis = { var data = { radius : 10, - detail : 0, + detail : 0 }; function generateGeometry() { @@ -892,7 +892,7 @@ var guis = { var data = { radius : 10, - detail : 0, + detail : 0 }; function generateGeometry() {
false
Other
mrdoob
three.js
82c381cdac83888684eaa84505ffaf4540017099.json
Add missing closing tag in WebGLProgram.html
docs/api/renderers/webgl/WebGLProgram.html
@@ -55,6 +55,7 @@ <h3>Vertex shader (unconditional):</h3> </div> <h3>Vertex shader (conditional):</h3> + <div> <code> #ifdef USE_COLOR // vertex color attribute
false
Other
mrdoob
three.js
c722d4a41984f9fd76108afecf9b25959e3051ee.json
Add missing closing tag in BoxHelper.html
docs/api/extras/helpers/BoxHelper.html
@@ -40,8 +40,7 @@ <h2>Properties</h2> <h2>Methods</h2> <h3>[method:null update]( [page:Object3D object] )</h3> - <div> - Updates the helper's geometry to match the dimensions of the [page:Geometry.boundingBox bounding box] of the passed object's geometry. + <div>Updates the helper's geometry to match the dimensions of the [page:Geometry.boundingBox bounding box] of the passed object's geometry.</div> <h2>Source</h2>
false
Other
mrdoob
three.js
5c7a0202f000c89946300e7bff733893f6368a89.json
Fix missing closing tag in Curve.html
docs/api/extras/core/Curve.html
@@ -17,7 +17,7 @@ <h1>[name]</h1> <h2>Examples</h2> - <h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines ] + <h3>[example:webgl_geometry_extrude_splines geometry / extrude / splines ]</h3> <h2>Constructor</h2>
false
Other
mrdoob
three.js
66e479edd3a46a7a44413c48f4a8beb16f8836bc.json
Fix uncorrect closing tags in Uniform.html
docs/api/core/Uniform.html
@@ -104,11 +104,11 @@ <h3>Uniform types</h3> <tr> <td>mat2</td> <td>[page:Float32Array Float32Array] (*)</td> - </td> + </tr> <tr> <td>mat2</td> <td>[page:Array Array] (*)</td> - </td> + </tr> <tr> <td>mat3</td> <td>[page:Matrix3 THREE.Matrix3]</td> @@ -165,12 +165,12 @@ <h3>Uniform types</h3> </tr> <tr> <td>samplerCube</td> - <td>[page:CubeTexture THREE.CubeTexture]</tr> + <td>[page:CubeTexture THREE.CubeTexture]</td> </tr> </tbody> </table> - </p> + <p> (*) Same for an (innermost) array (dimension) of the same GLSL type, containing the components of all vectors or matrices in the array. </p>
false
Other
mrdoob
three.js
5eaf62d2faa263161dc67b3d7db8bc1f91aad82d.json
Fix incorrect emphasis tag in BufferGeometry.html
docs/api/core/BufferGeometry.html
@@ -47,7 +47,7 @@ <h3>Example</h3> <h3>Accessing attributes</h3> <p> - WebGL stores data associated with individual vertices of a geometry in <emph>attributes</emph>. + WebGL stores data associated with individual vertices of a geometry in <em>attributes</em>. Examples include the position of the vertex, the normal vector for the vertex, the vertex color, and so on. When using [page:Geometry], the [page:WebGLRenderer renderer] takes care of wrapping up this information into typed array buffers and sending this data to the shader. With
false
Other
mrdoob
three.js
e496dd255b259a256d89100f731632b9d04fe4e1.json
Remove unneeded comma in list.js
docs/list.js
@@ -202,7 +202,7 @@ var list = { [ "Loader", "api/loaders/Loader" ], [ "MaterialLoader", "api/loaders/MaterialLoader" ], [ "ObjectLoader", "api/loaders/ObjectLoader" ], - [ "TextureLoader", "api/loaders/TextureLoader" ], + [ "TextureLoader", "api/loaders/TextureLoader" ] ], "Loaders / Managers": [ @@ -349,7 +349,7 @@ var list = { [ "CanvasRenderer", "examples/renderers/CanvasRenderer" ] ] - }, + } };
false
Other
mrdoob
three.js
55a697a86d6febe44d03ac740592abd3f5e293fc.json
Terminate statement in page.js
docs/page.js
@@ -104,7 +104,7 @@ var onDocumentLoad = function ( event ) { prettyPrint(); - } + }; document.head.appendChild( prettify );
false
Other
mrdoob
three.js
6a551f5261ef79098d51e669710341b354972ba7.json
Add link from MMD examples to MMD assets license
examples/models/mmd/Readme.txt
@@ -1,6 +1,6 @@ The files under this directory are NOT under MIT license, but other licenses. -If you want to use them in your work, get original data, read readme, and follow -their licenses. +If you want to use them in your work, get original archive file, read readme, +and follow their licenses. 1. Vocaloid stuffs @@ -14,17 +14,17 @@ For detail, see http://piapro.net/en_for_creators.html 2. MMD stuffs -In MMD, there is no unified license. If you want to use MMD works (models, -songs, dances, and so on), read readme included in archive file and follow the -license the author set. +In MMD, there is no unified license. If you want to use MMD assets (models, +songs, dances, and so on), read readme included in the original archive file +and follow the license the author set. -If the works are fan works, you must follow the original work's license. (For +If the assets are fan works, you must follow the original work's license. (For example, you also need to follow the license set by Crypton, not only the -license the author set, to use a Miku MMD model) +license the author set, to use a fan Miku MMD model) -For your information, generally MMD works are very restricted to use. +For your information, generally MMD assets are very restricted to use. -Most MMD works are NOT allowed for +Most MMD assets are NOT allowed for - redistribution - porn use - commercial use
true
Other
mrdoob
three.js
6a551f5261ef79098d51e669710341b354972ba7.json
Add link from MMD examples to MMD assets license
examples/webgl_loader_mmd.html
@@ -28,6 +28,7 @@ <body> <div id="info"> <a href="http://threejs.org" target="_blank">three.js</a> - MMDLoader test<br /> + <a href="https://github.com/mrdoob/three.js/tree/master/examples/models/mmd#readme">MMD Assets license</a><br /> Copyright <a href="http://www.geocities.jp/higuchuu4/index_e.htm" target="_blank">Model Data</a> <a href="http://www.nicovideo.jp/watch/sm13147122" target="_blank">Dance Data</a>
true
Other
mrdoob
three.js
6a551f5261ef79098d51e669710341b354972ba7.json
Add link from MMD examples to MMD assets license
examples/webgl_loader_mmd_audio.html
@@ -28,6 +28,7 @@ <body> <div id="info"> <a href="http://threejs.org" target="_blank">three.js</a> - MMDLoader test<br /> + <a href="https://github.com/mrdoob/three.js/tree/master/examples/models/mmd#readme">MMD Assets license</a><br /> Copyright <a href="http://www.geocities.jp/higuchuu4/index_e.htm" target="_blank">Model Data</a> <a href="http://www.nicovideo.jp/watch/sm13147122" target="_blank">Dance Data</a>
true
Other
mrdoob
three.js
6a551f5261ef79098d51e669710341b354972ba7.json
Add link from MMD examples to MMD assets license
examples/webgl_loader_mmd_pose.html
@@ -28,6 +28,7 @@ <body> <div id="info"> <a href="http://threejs.org" target="_blank">three.js</a> - MMDLoader test<br /> + <a href="https://github.com/mrdoob/three.js/tree/master/examples/models/mmd#readme">MMD Assets license</a><br /> Copyright <a href="http://www.geocities.jp/higuchuu4/index_e.htm" target="_blank">Model Data</a> <a href="http://seiga.nicovideo.jp/seiga/im5162984" target="_blank">Pose Data</a>
true
Other
mrdoob
three.js
62923d60fdfed65dad7486fca25bc799d9ce8e60.json
Add type check to DepthTexture (#9774) * Add type check to DepthTexture * Move check logic of DepthTexture type to WebGLTextures. * Add internalFormat check for DepthFormat type check
src/renderers/webgl/WebGLTextures.js
@@ -2,7 +2,7 @@ * @author mrdoob / http://mrdoob.com/ */ -import { LinearFilter, NearestFilter, RGBFormat, RGBAFormat, DepthFormat, DepthStencilFormat, FloatType, HalfFloatType, ClampToEdgeWrapping, NearestMipMapLinearFilter, NearestMipMapNearestFilter } from '../../constants'; +import { LinearFilter, NearestFilter, RGBFormat, RGBAFormat, DepthFormat, DepthStencilFormat, UnsignedShortType, UnsignedIntType, UnsignedInt248Type, FloatType, HalfFloatType, ClampToEdgeWrapping, NearestMipMapLinearFilter, NearestMipMapNearestFilter } from '../../constants'; import { _Math } from '../../math/Math'; function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) { @@ -446,12 +446,40 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, paramT } + if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) { + + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' ); + + texture.type = UnsignedShortType; + glType = paramThreeToGL( texture.type ); + + } + + } + // Depth stencil textures need the DEPTH_STENCIL internal format // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) if ( texture.format === DepthStencilFormat ) { internalFormat = _gl.DEPTH_STENCIL; + // The error INVALID_OPERATION is generated by texImage2D if format and internalformat are + // DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL. + // (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/) + if ( texture.type !== UnsignedInt248Type ) { + + console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' ); + + texture.type = UnsignedInt248Type; + glType = paramThreeToGL( texture.type ); + + } + } state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );
true
Other
mrdoob
three.js
62923d60fdfed65dad7486fca25bc799d9ce8e60.json
Add type check to DepthTexture (#9774) * Add type check to DepthTexture * Move check logic of DepthTexture type to WebGLTextures. * Add internalFormat check for DepthFormat type check
src/textures/DepthTexture.js
@@ -1,5 +1,5 @@ import { Texture } from './Texture'; -import { NearestFilter, UnsignedShortType, DepthFormat, DepthStencilFormat } from '../constants'; +import { NearestFilter, UnsignedShortType, UnsignedInt248Type, DepthFormat, DepthStencilFormat } from '../constants'; /** * @author Matt DesLauriers / @mattdesl @@ -16,12 +16,13 @@ function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, mi } + if ( type === undefined && format === DepthFormat ) type = UnsignedShortType; + if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type; + Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); this.image = { width: width, height: height }; - this.type = type !== undefined ? type : UnsignedShortType; - this.magFilter = magFilter !== undefined ? magFilter : NearestFilter; this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
true
Other
mrdoob
three.js
21cb28d077c166f25aa4d462b673e25073ea02bb.json
remove obsolete elements and comments
src/renderers/shaders/UniformsLib.js
@@ -147,19 +147,12 @@ var UniformsLib = { } }, // TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src - rectAreaLights: { type: "sa", value: [], properties: { - color: { type: "c" }, - position: { type: "v3" }, - width: { type: "v3" }, - height: { type: "v3" }, + rectAreaLights: { value: [], properties: { + color: {}, + position: {}, + width: {}, + height: {}, } } - // rectAreaLights: { type: "sa", value: [], properties: { - // color: { type: "c" }, - // position: { type: "v3" }, - // width: { type: "1f" }, - // height: { type: "1f" }, - // rotationMatrix: { type: "m4" } - // } }, },
false
Other
mrdoob
three.js
86748161b2b9f641d7d4cc9e10b96c172ad88e2a.json
Update color settings of MMD (#10083)
examples/js/loaders/MMDLoader.js
@@ -581,7 +581,7 @@ THREE.MMDLoader.prototype.parsePmd = function ( buffer ) { p.diffuse = dv.getFloat32Array( 4 ); p.shininess = dv.getFloat32(); p.specular = dv.getFloat32Array( 3 ); - p.emissive = dv.getFloat32Array( 3 ); + p.ambient = dv.getFloat32Array( 3 ); p.toonIndex = dv.getInt8(); p.edgeFlag = dv.getUint8(); p.faceCount = dv.getUint32() / 3; @@ -1163,7 +1163,7 @@ THREE.MMDLoader.prototype.parsePmx = function ( buffer ) { p.diffuse = dv.getFloat32Array( 4 ); p.specular = dv.getFloat32Array( 3 ); p.shininess = dv.getFloat32(); - p.emissive = dv.getFloat32Array( 3 ); + p.ambient = dv.getFloat32Array( 3 ); p.flag = dv.getUint8(); p.edgeColor = dv.getFloat32Array( 4 ); p.edgeSize = dv.getFloat32(); @@ -1379,7 +1379,7 @@ THREE.MMDLoader.prototype.parsePmx = function ( buffer ) { m.diffuse = dv.getFloat32Array( 4 ); m.specular = dv.getFloat32Array( 3 ); m.shininess = dv.getFloat32(); - m.emissive = dv.getFloat32Array( 3 ); + m.ambient = dv.getFloat32Array( 3 ); m.edgeColor = dv.getFloat32Array( 4 ); m.edgeSize = dv.getFloat32(); m.textureColor = dv.getFloat32Array( 4 ); @@ -2198,7 +2198,6 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress var textures = []; var textureLoader = new THREE.TextureLoader( this.manager ); var tgaLoader = new THREE.TGALoader( this.manager ); - var color = new THREE.Color(); var offset = 0; var materialParams = []; @@ -2294,9 +2293,22 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress offset += m.faceCount; params.name = m.name; - params.color = color.fromArray( [ m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] ] ).clone(); + + /* + * Color + * + * MMD MeshPhongMaterial + * diffuse - color + * specular - specular + * ambient - emissive * a + * (a = 1.0 without map texture or 0.2 with map texture) + * + * MeshPhongMaterial doesn't have ambient. Set it to emissive instead. + * It'll be too bright if material has map texture so using coef 0.2. + */ + params.color = new THREE.Color( m.diffuse[ 0 ], m.diffuse[ 1 ], m.diffuse[ 2 ] ); params.opacity = m.diffuse[ 3 ]; - params.specular = color.fromArray( [ m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] ] ).clone(); + params.specular = new THREE.Color( m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] ); params.shininess = m.shininess; if ( params.opacity === 1.0 ) { @@ -2388,12 +2400,8 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress } - // TODO: check if this logic is right - if ( params.map === undefined /* && params.envMap === undefined */ ) { - - params.emissive = color.fromArray( [ m.emissive[ 0 ], m.emissive[ 1 ], m.emissive[ 2 ] ] ).clone(); - - } + var coef = ( params.map === undefined ) ? 1.0 : 0.2; + params.emissive = new THREE.Color( m.ambient[ 0 ] * coef, m.ambient[ 1 ] * coef, m.ambient[ 2 ] * coef ); materialParams.push( params );
false
Other
mrdoob
three.js
1e38c130146e858d27c63b41259f1eec3dc5fed8.json
Update UCSCharacter.js (#8662)
examples/js/UCSCharacter.js
@@ -96,7 +96,7 @@ THREE.UCSCharacter = function() { for ( var i = 0; i < textureUrls.length; i ++ ) { - textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], scope.checkLoadingComplete ); + textures[ i ] = textureLoader.load( baseUrl + textureUrls[ i ], scope.checkLoadComplete ); textures[ i ].mapping = THREE.UVMapping; textures[ i ].name = textureUrls[ i ];
false
Other
mrdoob
three.js
508e4d63146888e20580e62dfe4e291bbc41785f.json
add jump action and update instructions (#8654)
examples/misc_fps.html
@@ -30,7 +30,7 @@ <body> <div id="container"></div> - <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - platformer demo. cubemap by <a href="http://www.zfight.com/" target="_blank">Jochum Skoglund</a>.<br />Use arrow keys to look around and WASD to move.</div> + <div id="info"><a href="http://threejs.org" target="_blank">three.js</a> - platformer demo. cubemap by <a href="http://www.zfight.com/" target="_blank">Jochum Skoglund</a>.<br />Use arrow keys to look around, WASD to move and SPACE to jump.</div> <script src="../build/three.js"></script> @@ -101,6 +101,10 @@ if( Math.abs( combined.x ) >= Math.abs( motion.velocity.x ) ) motion.velocity.x = combined.x; if( Math.abs( combined.y ) >= Math.abs( motion.velocity.y ) ) motion.velocity.y = combined.y; if( Math.abs( combined.z ) >= Math.abs( motion.velocity.z ) ) motion.velocity.z = combined.z; + + //jump + var vy = keysPressed[keys.SP] ? 0.7 : 0; + motion.velocity.y += vy; } }; })();
false
Other
mrdoob
three.js
a58012bf39cfb602007d868505e5b271164379c9.json
Allow zooming while rotating (#8634)
examples/js/controls/OrbitControls.js
@@ -756,7 +756,7 @@ THREE.OrbitControls = function ( object, domElement ) { function onMouseWheel( event ) { - if ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE ) return; + if ( scope.enabled === false || scope.enableZoom === false || ( state !== STATE.NONE && state !== STATE.ROTATE ) ) return; event.preventDefault(); event.stopPropagation();
false
Other
mrdoob
three.js
5d892789529562f2ab8f8f540ab6ca481aabe172.json
allow THREE.Box3 as an input of Boxhelper (#8609) This helps when when the bounding box is not computed from an object, but comes from elsewhere
src/extras/helpers/BoxHelper.js
@@ -30,7 +30,15 @@ THREE.BoxHelper.prototype.update = ( function () { return function ( object ) { - box.setFromObject( object ); + if ( object instanceof THREE.Box3 ) { + + box.copy( object ); + + } else { + + box.setFromObject( object ); + + } if ( box.isEmpty() ) return;
false
Other
mrdoob
three.js
86cc5819dc6fe8e80b3119ab6c529e38693adde3.json
fix bug in invClipZ unpacking glsl code. (#8600)
examples/webgl_depth_texture.html
@@ -35,7 +35,7 @@ padding: 5px; display: inline-block; } - + #error { margin: auto; margin-top: 40px; @@ -45,7 +45,7 @@ background: #CE0808; } </style> - + <script id="post-vert" type="x-shader/x-vertex"> varying vec2 vUv; @@ -56,24 +56,20 @@ </script> <script id="post-frag" type="x-shader/x-fragment"> #include <packing> - + varying vec2 vUv; uniform sampler2D tDiffuse; uniform sampler2D tDepth; uniform float cameraNear; uniform float cameraFar; + float readDepth (sampler2D depthSampler, vec2 coord) { - float cameraFarPlusNear = cameraFar + cameraNear; - float cameraFarMinusNear = cameraFar - cameraNear; - float cameraCoef = 2.0 * cameraNear; - return cameraCoef / (cameraFarPlusNear - texture2D(depthSampler, coord).x * cameraFarMinusNear); + float fragCoordZ = texture2D(depthSampler, coord).x; + float viewZ = invClipZToViewZ( fragCoordZ, cameraNear, cameraFar ); + return viewZToLinearClipZ( viewZ, cameraNear, cameraFar ); } - // float depthTexel = texture2D(tDepth, vUv).x; - // float depth = invClipZToViewZ(depthTexel, cameraNear, cameraFar); - // float linearClipZ = viewZToLinearClipZ(depth, cameraNear, cameraFar); - void main() { vec3 diffuse = texture2D(tDiffuse, vUv).rgb; float depth = readDepth(tDepth, vUv);
true
Other
mrdoob
three.js
86cc5819dc6fe8e80b3119ab6c529e38693adde3.json
fix bug in invClipZ unpacking glsl code. (#8600)
src/renderers/shaders/ShaderChunk/packing.glsl
@@ -32,5 +32,5 @@ float viewZToInvClipZ( const in float viewZ, const in float near, const in float return (( near + viewZ ) * far ) / (( far - near ) * viewZ ); } float invClipZToViewZ( const in float invClipZ, const in float near, const in float far ) { - return ( near * far ) / ( ( near - far ) * invClipZ - far ); + return ( near * far ) / ( ( far - near ) * invClipZ - far ); }
true
Other
mrdoob
three.js
f52454cd75246c0cfed5616ef6dd72d95438dd7f.json
add comment in docs.
docs/api/textures/Texture.html
@@ -128,6 +128,11 @@ <h3>[property:boolean premultiplyAlpha]</h3> False by default, which is the norm for PNG images. Set to true if the RGB values have been stored premultiplied by alpha. </div> + <h3>[property:number encoding]</h3> + <div> + Set to THREE.LinearEncoding by default, but supports sRGB, RGBE, RGBM, RGBD, LogLuv and Gamma corrected encodings. IMPORTANT: If this value is changed on a texture after the material has been used, it is necessary to trigger a Material.needsUpdate for this value to be realized in the shader. + </div> + <h3>[property:object onUpdate]</h3> <div> A callback function, called when the texture is updated (e.g., when needsUpdate has been set to true and then the texture is used).
false
Other
mrdoob
three.js
524f7112de67060e2bcf2a1d57a358c404ced14a.json
Add additional params to gui controls
examples/webgl_materials_displacementmap.html
@@ -66,14 +66,16 @@ var settings = { metalness: 1.0, roughness: 0.4, + ambientIntensity: 0.2, aoMapIntensity: 1.0, - displacementScale: 1.0, + envMapIntensity: 1.0, + displacementScale: 2.436143, // from original model normalScale: 1.0 }; var mesh, material; - var pointLight; + var pointLight, ambientLight; var mouseX = 0; var mouseY = 0; @@ -112,6 +114,18 @@ } ); + gui.add( settings, "ambientIntensity" ).min( 0 ).max( 1 ).onChange( function( value ) { + + ambientLight.intensity = value; + + } ); + + gui.add( settings, "envMapIntensity" ).min( 0 ).max( 3 ).onChange( function( value ) { + + material.envMapIntensity = value; + + } ); + gui.add( settings, "displacementScale" ).min( 0 ).max( 3.0 ).onChange( function( value ) { material.displacementScale = value; @@ -120,7 +134,7 @@ gui.add( settings, "normalScale" ).min( - 1 ).max( 1 ).onChange( function( value ) { - material.normalScale = new THREE.Vector2( 1, - 1 ).multiplyScalar( value ); + material.normalScale.set( 1, - 1 ).multiplyScalar( value ); } ); @@ -154,7 +168,7 @@ // lights - var ambientLight = new THREE.AmbientLight( 0x111111 ); + ambientLight = new THREE.AmbientLight( 0xffffff, settings.ambientIntensity ); scene.add( ambientLight ); pointLight = new THREE.PointLight( 0xff0000, 0.5 ); @@ -206,10 +220,11 @@ aoMapIntensity: 1, displacementMap: displacementMap, - displacementScale: 2.436143, - displacementBias: - 0.428408, + displacementScale: settings.displacementScale, + displacementBias: - 0.428408, // from original model envMap: reflectionCube, + envMapIntensity: settings.envMapIntensity, side: THREE.DoubleSide
false
Other
mrdoob
three.js
15311e6b8f67ae37f5e5edd98be7506a7049b82a.json
add true sRGB support for texture.encodings.
src/Three.js
@@ -309,9 +309,10 @@ THREE.TriangleFanDrawMode = 2; // Texture Encodings THREE.LinearEncoding = 3000; // No encoding at all. -THREE.sRGBEncoding = 3001; // AKA gamma 2.2. +THREE.sRGBEncoding = 3001; THREE.RGBEEncoding = 3002; // AKA Radiance THREE.LogLuvEncoding = 3003; THREE.RGBM7Encoding = 3004; THREE.RGBM16Encoding = 3005; THREE.RGBDEncoding = 3006; // MaxRange is 256 +THREE.GammaEncoding = 3007; // uses GAMMA_FACTOR
true
Other
mrdoob
three.js
15311e6b8f67ae37f5e5edd98be7506a7049b82a.json
add true sRGB support for texture.encodings.
src/renderers/shaders/ShaderChunk/encoding_template.glsl
@@ -17,6 +17,8 @@ return RGBMToLinear( value, 16.0 ); #elif ( MACRO_DECODE == ENCODING_RGBD ) return RGBDToLinear( value, 256.0 ); + #elif ( MACRO_DECODE == ENCODING_Gamma ) + return GammaToLinear( value, float( GAMMA_FACTOR ) ); #else return vec4( 1.0, 0.0, 0.0, 1.0 ); #endif @@ -37,6 +39,8 @@ return LinearToRGBM( value, 16.0 ); #elif ( MACRO_ENCODE == ENCODING_RGBD ) return LinearToRGBD( value, 256.0 ); + #elif ( MACRO_ENCODE == ENCODING_Gamma ) + return LinearToGamma( value, float( GAMMA_FACTOR ) ); #else return vec4( 1.0, 0.0, 0.0, 1.0 ); #endif
true
Other
mrdoob
three.js
15311e6b8f67ae37f5e5edd98be7506a7049b82a.json
add true sRGB support for texture.encodings.
src/renderers/shaders/ShaderChunk/encodings.glsl
@@ -8,16 +8,31 @@ #define ENCODING_RGBM7 3004 #define ENCODING_RGBM16 3005 #define ENCODING_RGBD 3006 +#define ENCODING_Gamma 3007 vec4 LinearToLinear( in vec4 value ) { return value; } +vec4 GammaToLinear( in vec4 value, in float gammaFactor ) { + return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w ); +} +vec4 LinearTosGamma( in vec4 value, in float gammaFactor ) { + return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w ); +} + +float sRGBToLinear_Component( float c ) { + return ( c <= 0.04045 ) ? ( c * 0.0773993808 ) : pow( c * 0.9478672986 + 0.0521327014, 2.4 ); +} +float LinearTosRGB_Component( float c ) { + return ( c <= 0.0031308 ) ? ( c * 12.92 ) : ( pow( c, 0.41666 ) - 0.055 ); +} + vec4 sRGBToLinear( in vec4 value ) { - return vec4( pow( value.xyz, vec3( float( GAMMA_FACTOR ) ) ), value.w ); + return vec4( sRGBToLinear_Component( value.r ), sRGBToLinear_Component( value.g ), sRGBToLinear_Component( value.b ), value.w ); } vec4 LinearTosRGB( in vec4 value ) { - return vec4( pow( value.xyz, vec3( 1.0 / float( GAMMA_FACTOR ) ) ), value.w ); + return vec4( LinearTosRGB_Component( value.r ), LinearTosRGB_Component( value.g ), LinearTosRGB_Component( value.b ), value.w ); } vec4 RGBEToLinear( in vec4 value ) {
true
Other
mrdoob
three.js
44708dd3b9ba40a0dcb2d3709e33bcf24d336060.json
Remove Geometry.__tmpVertices from examples
examples/js/modifiers/ExplodeModifier.js
@@ -38,6 +38,5 @@ THREE.ExplodeModifier.prototype.modify = function ( geometry ) { } geometry.vertices = vertices; - delete geometry.__tmpVertices; };
true
Other
mrdoob
three.js
44708dd3b9ba40a0dcb2d3709e33bcf24d336060.json
Remove Geometry.__tmpVertices from examples
examples/js/modifiers/SubdivisionModifier.js
@@ -31,8 +31,6 @@ THREE.SubdivisionModifier.prototype.modify = function ( geometry ) { } - delete geometry.__tmpVertices; - geometry.computeFaceNormals(); geometry.computeVertexNormals();
true
Other
mrdoob
three.js
ffea217069b6bddbec2bc2e7048f59f4158f0560.json
replace \w with [^\s] because people keep using characters that do not match \w
examples/js/loaders/VRMLLoader.js
@@ -573,7 +573,7 @@ THREE.VRMLLoader.prototype = { if ( /USE/.exec( data ) ) { - var defineKey = /USE\s+?(\w+)/.exec( data )[ 1 ]; + var defineKey = /USE\s+?([^\s]+)/.exec( data )[ 1 ]; if ( undefined == defines[ defineKey ] ) { @@ -620,7 +620,7 @@ THREE.VRMLLoader.prototype = { if ( /DEF/.exec( data.string ) ) { - object.name = /DEF\s+(\w+)/.exec( data.string )[ 1 ]; + object.name = /DEF\s+([^\s]+)/.exec( data.string )[ 1 ]; defines[ object.name ] = object; } @@ -657,7 +657,7 @@ THREE.VRMLLoader.prototype = { if ( /DEF/.exec( data.string ) ) { - object.name = /DEF\s+(\w+)/.exec( data.string )[ 1 ]; + object.name = /DEF\s+([^\s]+)/.exec( data.string )[ 1 ]; defines[ object.name ] = object; @@ -763,15 +763,15 @@ THREE.VRMLLoader.prototype = { if ( child.string.indexOf ( 'DEF' ) > -1 ) { - var name = /DEF\s+(\w+)/.exec( child.string )[ 1 ]; + var name = /DEF\s+([^\s]+)/.exec( child.string )[ 1 ]; defines[ name ] = geometry.vertices; } if ( child.string.indexOf ( 'USE' ) > -1 ) { - var defineKey = /USE\s+(\w+)/.exec( child.string )[ 1 ]; + var defineKey = /USE\s+([^\s]+)/.exec( child.string )[ 1 ]; geometry.vertices = defines[ defineKey ]; } @@ -853,7 +853,7 @@ THREE.VRMLLoader.prototype = { // see if it's a define if ( /DEF/.exec( data.string ) ) { - geometry.name = /DEF (\w+)/.exec( data.string )[ 1 ]; + geometry.name = /DEF ([^\s]+)/.exec( data.string )[ 1 ]; defines[ geometry.name ] = geometry; } @@ -911,7 +911,7 @@ THREE.VRMLLoader.prototype = { if ( /DEF/.exec( data.string ) ) { - material.name = /DEF (\w+)/.exec( data.string )[ 1 ]; + material.name = /DEF ([^\s]+)/.exec( data.string )[ 1 ]; defines[ material.name ] = material;
false
Other
mrdoob
three.js
a4c5926c3454790826dcd2a6f815523ca2f5e958.json
remove unused encoding functions.
src/renderers/shaders/ShaderChunk/encodings.glsl
@@ -38,68 +38,3 @@ vec4 LinearToRGBE( in vec4 value ) { float fExp = ceil( log2(maxComponent) ); return vec4( value.rgb / exp2(fExp), (fExp + 128.0) / 255.0 ); } -/* -vec4 EncodingToLinear( in vec4 value, in int fromEncoding ) { - - switch( fromEncoding ) { - - case ENCODING_Linear: - return value; - - case ENCODING_sRGB: - return LinearTosRGB( value ); - - //case ENCODING_LogLuv: - // return LinearToLogLuv( value ); - - case ENCODING_RGBE: - return LinearToRGBE( value ); - - case ENCODING_RGBM7: - return LinearToRGBM7( value ); - - case ENCODING_RGBM16: - return LinearToRGBM16( value ); - - //case ENCODING_RGBD: - // return LinearToRGBD( value ); - - default: - return vec4( 1.0, 0.0, 0.0, 1.0 ); - - } - -} - -vec4 LinearToEncoding( in vec4 value, in int toEncoding ) -{ - switch( toEncoding ) { - - case ENCODING_Linear: - return value; - - case ENCODING_sRGB: - return sRGBToLinear( value ); - - //case ENCODING_LogLuv: - // return LogLuvToLinear( value ); - - case ENCODING_RGBE: - return RGBEToLinear( value ); - - //case ENCODING_RGBM7: - // return RGBM7ToLinear( value ); - - //case ENCODING_RGBM16: - // return RGBM16ToLinear( value ); - - //case ENCODING_RGBD: - // return RGBDToLinear( value ); - - default: - return vec4( 1.0, 0.0, 0.0, 1.0 ); - - } - -} -*/
false
Other
mrdoob
three.js
3ca76ecd4c2a784a1b7b38795f6f40d1c8b7d148.json
make encodings.glsl more reusable.
src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl
@@ -2,7 +2,7 @@ vec4 emissiveColor = texture2D( emissiveMap, vUv ); - emissiveColor.rgb = texelDecode( emissiveColor, emissiveMapEncoding ).rgb; + emissiveColor.rgb = EncodingToLinear( emissiveColor, emissiveMapEncoding ).rgb; totalEmissiveLight *= emissiveColor.rgb;
true
Other
mrdoob
three.js
3ca76ecd4c2a784a1b7b38795f6f40d1c8b7d148.json
make encodings.glsl more reusable.
src/renderers/shaders/ShaderChunk/encodings.glsl
@@ -9,79 +9,96 @@ #define ENCODING_RGBM16 3005 //#define ENCODING_RGBM16 3007 -vec4 texelDecode( in vec4 encodedTexel, in int encoding ) { +vec4 LinearToLinear( in vec4 value ) { + return value; +} - // Q: should we use a switch statement here instead of a set of ifs? +vec4 sRGBToLinear( in vec4 value ) { + return vec4( pow( value.xyz, vec3( float( GAMMA_FACTOR ) ) ), value.w ); +} - if( encoding == ENCODING_Linear ) { - return encodedTexel; - } +vec4 RGBEToLinear( in vec4 value ) { + return vec4( value.xyz * exp2( value.w*256.0 - 128.0 ), 1.0 ); +} - if( encoding == ENCODING_sRGB ) { - return vec4( pow( encodedTexel.xyz, vec3( float( GAMMA_FACTOR ) ) ), encodedTexel.w ); - } +vec4 RGBM7ToLinear( in vec4 value ) { + return vec4( value.xyz * value.w * 7.0, 1.0 ); +} - if( encoding == ENCODING_RGBE ) { - return vec4( encodedTexel.xyz * exp2( encodedTexel.w*256.0 - 128.0 ), 1.0 ); - } +vec4 RGBM16ToLinear( in vec4 value ) { + return vec4( value.xyz * value.w * 16.0, 1.0 ); +} - // TODO, see here http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html - //if( encoding == ENCODING_LogLuv ) { - //} +vec4 LinearTosRGB( in vec4 value ) { + return vec4( pow( value.xyz, vec3( 1.0 / float( GAMMA_FACTOR ) ) ), value.w ); +} - if( encoding == ENCODING_RGBM7 ) { - return vec4( encodedTexel.xyz * encodedTexel.w * 7.0, 1.0 ); - } +vec4 LinearToRGBE( in vec4 value ) { + float maxComponent = max(max(value.r, value.g), value.b ); + float fExp = ceil( log2(maxComponent) ); + return vec4( value.rgb / exp2(fExp), (fExp + 128.0) / 255.0 ); +} - if( encoding == ENCODING_RGBM16 ) { - return vec4( encodedTexel.xyz * encodedTexel.w * 16.0, 1.0 ); - } +vec4 EncodingToLinear( in vec4 value, in int fromEncoding ) { + + switch( fromEncoding ) { - // TODO - //if( encoding == ENCODING_RGBD ) { - //} + case ENCODING_Linear: + return value; - // return red when encoding not supported - return vec4( 1.0, 0.0, 0.0, 1.0 ); + case ENCODING_sRGB: + return LinearTosRGB( value ); + + //case ENCODING_LogLuv: + // return LinearToLogLuv( value ); + + case ENCODING_RGBE: + return LinearToRGBE( value ); + + case ENCODING_RGBM7: + return LinearToRGBM7( value ); + + case ENCODING_RGBM16: + return LinearToRGBM16( value ); + + //case ENCODING_RGBD: + // return LinearToRGBD( value ); + + default: + return vec4( 1.0, 0.0, 0.0, 1.0 ); + + } } -vec4 texelEncode( in vec4 linearRgba, in int encoding ) +vec4 LinearToEncoding( in vec4 value, in int toEncoding ) { + switch( toEncoding ) { - // Q: should we use a switch statement here instead of a set of ifs? + case ENCODING_Linear: + return value; - if( encoding == ENCODING_Linear ) { - return linearRgba; - } + case ENCODING_sRGB: + return sRGBToLinear( value ); - if( encoding == ENCODING_sRGB ) { - return vec4( pow( linearRgba.xyz, vec3( 1.0 / float( GAMMA_FACTOR ) ) ), linearRgba.w ); - } + //case ENCODING_LogLuv: + // return LogLuvToLinear( value ); - if( encoding == ENCODING_RGBE ) { - float maxComponent = max(max(linearRgba.r, linearRgba.g), linearRgba.b ); - float fExp = ceil( log2(maxComponent) ); - return vec4( linearRgba.rgb / exp2(fExp), (fExp + 128.0) / 255.0 ); - } + case ENCODING_RGBE: + return RGBEToLinear( value ); - // TODO, see here http://graphicrants.blogspot.ca/2009/04/rgbm-color-encoding.html - //if( encoding == ENCODING_LogLuv ) { - //} + //case ENCODING_RGBM7: + // return RGBM7ToLinear( value ); - // TODO - //if( encoding == ENCODING_RGBM7 ) { - //} + //case ENCODING_RGBM16: + // return RGBM16ToLinear( value ); - // TODO - //if( encoding == ENCODING_RGBM16 ) { - //} + //case ENCODING_RGBD: + // return RGBDToLinear( value ); - // TODO - //if( encoding == ENCODING_RGBD ) { - //} + default: + return vec4( 1.0, 0.0, 0.0, 1.0 ); - // return red when encoding not supported - return vec4( 1.0, 0.0, 0.0, 1.0 ); + } }
true
Other
mrdoob
three.js
3ca76ecd4c2a784a1b7b38795f6f40d1c8b7d148.json
make encodings.glsl more reusable.
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
@@ -43,7 +43,7 @@ vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 ); #endif - envColor = texelDecode( envColor, envMapEncoding ); + envColor = EncodingToLinear( envColor, envMapEncoding ); #ifdef ENVMAP_BLENDING_MULTIPLY
true
Other
mrdoob
three.js
3ca76ecd4c2a784a1b7b38795f6f40d1c8b7d148.json
make encodings.glsl more reusable.
src/renderers/shaders/ShaderChunk/lights_pars.glsl
@@ -186,7 +186,7 @@ #endif - envMapColor.rgb = texelDecode( envMapColor, envMapEncoding ).rgb; + envMapColor.rgb = EncodingToLinear( envMapColor, envMapEncoding ).rgb; return PI * envMapColor.rgb * envMapIntensity; @@ -278,7 +278,7 @@ #endif - envMapColor.rgb = texelDecode( envMapColor, envMapEncoding ).rgb; + envMapColor.rgb = EncodingToLinear( envMapColor, envMapEncoding ).rgb; return envMapColor.rgb * envMapIntensity;
true
Other
mrdoob
three.js
3ca76ecd4c2a784a1b7b38795f6f40d1c8b7d148.json
make encodings.glsl more reusable.
src/renderers/shaders/ShaderChunk/map_fragment.glsl
@@ -2,7 +2,7 @@ vec4 texelColor = texture2D( map, vUv ); - texelColor = texelDecode( texelColor, mapEncoding ); + texelColor = EncodingToLinear( texelColor, mapEncoding ); diffuseColor *= texelColor; #endif
true
Other
mrdoob
three.js
15e08c1327f439b397c4f074da3f17ff10e13568.json
add support for Texture.encoding to Material.map
src/Three.js
@@ -315,3 +315,4 @@ THREE.RGBEEncoding = 3002; // AKA Radiance THREE.RGBM7Encoding = 3004; THREE.RGBM16Encoding = 3005; //THREE.RGBDEncoding = 3006; TODO +THREE.DefaultEncoding = 3007; // Use sRGB or Linear as appropriate.
true
Other
mrdoob
three.js
15e08c1327f439b397c4f074da3f17ff10e13568.json
add support for Texture.encoding to Material.map
src/renderers/WebGLRenderer.js
@@ -1888,6 +1888,7 @@ THREE.WebGLRenderer = function ( parameters ) { } uniforms.map.value = material.map; + uniforms.mapEncoding.value = (( material.map && material.map.encoding !== THREE.DefaultEncoding ) ? material.map.encoding : THREE.sRGBEncoding ); uniforms.specularMap.value = material.specularMap; uniforms.alphaMap.value = material.alphaMap; @@ -1962,7 +1963,7 @@ THREE.WebGLRenderer = function ( parameters ) { } uniforms.envMap.value = material.envMap; - uniforms.envMapEncoding.value = ( material.envMap ? material.envMap.encoding : THREE.LinearEncoding ); + uniforms.envMapEncoding.value = (( material.envMap && material.envMap.encoding !== THREE.DefaultEncoding )? material.envMap.encoding : THREE.LinearEncoding ); uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1; uniforms.reflectivity.value = material.reflectivity; @@ -2034,7 +2035,7 @@ THREE.WebGLRenderer = function ( parameters ) { if ( material.emissiveMap ) { uniforms.emissiveMap.value = material.emissiveMap; - uniforms.emissiveMapEncoding.value = material.emissiveMap.encoding; + uniforms.emissiveMapEncoding.value = ( material.emissiveMap.encoding !== THREE.DefaultEncoding ) ? material.emissiveMap.encoding : THREE.LinearEncoding; } @@ -2055,7 +2056,7 @@ THREE.WebGLRenderer = function ( parameters ) { if ( material.emissiveMap ) { uniforms.emissiveMap.value = material.emissiveMap; - uniforms.emissiveMapEncoding.value = material.emissiveMap.encoding; + uniforms.emissiveMapEncoding.value = ( material.emissiveMap.encoding !== THREE.DefaultEncoding ) ? material.emissiveMap.encoding : THREE.LinearEncoding; } @@ -2110,7 +2111,7 @@ THREE.WebGLRenderer = function ( parameters ) { if ( material.emissiveMap ) { uniforms.emissiveMap.value = material.emissiveMap; - uniforms.emissiveMapEncoding.value = material.emissiveMap.encoding; + uniforms.emissiveMapEncoding.value = ( material.emissiveMap.encoding !== THREE.DefaultEncoding ) ? material.emissiveMap.encoding : THREE.LinearEncoding; }
true
Other
mrdoob
three.js
15e08c1327f439b397c4f074da3f17ff10e13568.json
add support for Texture.encoding to Material.map
src/renderers/shaders/ShaderChunk/encodings.glsl
@@ -18,7 +18,7 @@ vec4 texelDecode( in vec4 encodedTexel, in int encoding ) { } if( encoding == ENCODING_sRGB ) { - return vec4( pow( encodedTexel.xyz, vec3( GAMMA_FACTOR ) ), encodedTexel.w ); + return vec4( pow( encodedTexel.xyz, vec3( float( GAMMA_FACTOR ) ) ), encodedTexel.w ); } if( encoding == ENCODING_RGBE ) { @@ -56,7 +56,7 @@ vec4 texelEncode( in vec4 linearRgba, in int encoding ) } if( encoding == ENCODING_sRGB ) { - return vec4( pow( linearRgba.xyz, vec3( 1.0 / GAMMA_FACTOR ) ), linearRgba.w ); + return vec4( pow( linearRgba.xyz, vec3( 1.0 / float( GAMMA_FACTOR ) ) ), linearRgba.w ); } if( encoding == ENCODING_RGBE ) {
true
Other
mrdoob
three.js
15e08c1327f439b397c4f074da3f17ff10e13568.json
add support for Texture.encoding to Material.map
src/renderers/shaders/ShaderChunk/map_fragment.glsl
@@ -2,8 +2,7 @@ vec4 texelColor = texture2D( map, vUv ); - texelColor.xyz = inputToLinear( texelColor.xyz ); - + texelColor = texelDecode( texelColor, mapEncoding ); diffuseColor *= texelColor; #endif
true
Other
mrdoob
three.js
15e08c1327f439b397c4f074da3f17ff10e13568.json
add support for Texture.encoding to Material.map
src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
@@ -1,5 +1,6 @@ #ifdef USE_MAP uniform sampler2D map; + uniform int mapEncoding; -#endif \ No newline at end of file +#endif
true
Other
mrdoob
three.js
15e08c1327f439b397c4f074da3f17ff10e13568.json
add support for Texture.encoding to Material.map
src/renderers/shaders/UniformsLib.js
@@ -10,6 +10,7 @@ THREE.UniformsLib = { "opacity": { type: "f", value: 1.0 }, "map": { type: "t", value: null }, + "mapEncoding" : { type: "i", value: THREE.sRGBEncoding }, "offsetRepeat": { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) }, "specularMap": { type: "t", value: null },
true
Other
mrdoob
three.js
15e08c1327f439b397c4f074da3f17ff10e13568.json
add support for Texture.encoding to Material.map
src/textures/Texture.js
@@ -36,7 +36,7 @@ THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, f this.premultiplyAlpha = false; this.flipY = true; this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml) - this.encoding = THREE.LinearEncoding; // Values !== THREE.LinearEncoding only supported on envMap and emissiveMap (as these maps regularly have unbounded intensity values, i.e. via an *.hdr or *.exr image.) + this.encoding = THREE.DefaultEncoding; // Values !== THREE.LinearEncoding only supported on map, envMap and emissiveMap (as these maps regularly have unbounded intensity values, i.e. via an *.hdr or *.exr image.) this.version = 0; this.onUpdate = null;
true
Other
mrdoob
three.js
6ccf94aa390b2a30f31e2c38b8d816ad766f1659.json
add taa to example files listing.
examples/files.js
@@ -181,6 +181,7 @@ var files = { "webgl_postprocessing_nodes", "webgl_postprocessing_smaa", "webgl_postprocessing_ssao", + "webgl_postprocessing_taa", "webgl_raycast_texture", "webgl_read_float_buffer", "webgl_rtt",
false
Other
mrdoob
three.js
a66afc819c5e12747d136496ee5f68a54ebf4ff1.json
remove subdivisions of box.
examples/webgl_postprocessing_taa.html
@@ -122,7 +122,7 @@ scene = new THREE.Scene(); - var geometry = new THREE.BoxGeometry( 120, 120, 120, 20, 5, 3 ); + var geometry = new THREE.BoxGeometry( 120, 120, 120 ); var material = new THREE.MeshBasicMaterial( { color: 0xffffff, wireframe: true } ); var mesh = new THREE.Mesh( geometry, material );
false
Other
mrdoob
three.js
b4ea42b634bff4578913eae75968564eaa49a210.json
Return geometry after calling applyMatrix() Return geometry (`this`) after calling `applyMatrix()` also in `THREE.BufferGeometry`
src/core/BufferGeometry.js
@@ -142,6 +142,8 @@ THREE.BufferGeometry.prototype = { } + return this; + }, rotateX: function () {
false
Other
mrdoob
three.js
a266e460f4184a173df677aa3b80dfc98c530d10.json
Return geometry after calling applyMatrix() Return geometry (`this`) after calling `applyMatrix():`
src/core/Geometry.js
@@ -87,6 +87,8 @@ THREE.Geometry.prototype = { this.verticesNeedUpdate = true; this.normalsNeedUpdate = true; + return this; + }, rotateX: function () {
false
Other
mrdoob
three.js
91f913dc4e1dd7d7998d1ad9e3e2796c0678e8df.json
Fix VREffect handling of full screen state (#8788) - Use unprefixed Fullscreen API in `VREffect` if available #8568 - Prevent over-writing of backup value for pixel ratio #8776
examples/js/effects/VREffect.js
@@ -98,11 +98,19 @@ THREE.VREffect = function ( renderer, onError ) { // fullscreen var canvas = renderer.domElement; - var fullscreenchange = canvas.mozRequestFullScreen ? 'mozfullscreenchange' : 'webkitfullscreenchange'; + var requestFullscreen; + var fullscreenElement; - document.addEventListener( fullscreenchange, function () { + function onFullscreenChange() { - isPresenting = vrHMD !== undefined && ( vrHMD.isPresenting || ( isDeprecatedAPI && ( document.mozFullScreenElement || document.webkitFullscreenElement ) !== undefined ) ); + var wasPresenting = isPresenting; + isPresenting = vrHMD !== undefined && ( vrHMD.isPresenting || ( isDeprecatedAPI && document[fullscreenElement] instanceof window.HTMLElement ) ); + + if ( wasPresenting === isPresenting ) { + + return; + + } if ( isPresenting ) { @@ -134,29 +142,29 @@ THREE.VREffect = function ( renderer, onError ) { } - }, false ); - - window.addEventListener( 'vrdisplaypresentchange', function () { + } - isPresenting = vrHMD && vrHMD.isPresenting; + if ( canvas.requestFullscreen ) { - if ( isPresenting ) { + requestFullscreen = 'requestFullscreen'; + fullscreenElement = 'fullscreenElement'; - rendererPixelRatio = renderer.getPixelRatio(); - rendererSize = renderer.getSize(); + } else if ( canvas.mozRequestFullScreen ) { - var eyeParamsL = vrHMD.getEyeParameters( 'left' ); - renderer.setPixelRatio( 1 ); - renderer.setSize( eyeParamsL.renderWidth * 2, eyeParamsL.renderHeight, false ); + requestFullscreen = 'mozRequestFullScreen'; + fullscreenElement = 'mozFullScreenElement' + document.addEventListener( 'mozfullscreenchange', onFullscreenChange, false ); - } else { + } else { - renderer.setPixelRatio( rendererPixelRatio ); - renderer.setSize( rendererSize.width, rendererSize.height ); + requestFullscreen = 'webkitRequestFullscreen'; + fullscreenElement = 'webkitFullscreenElement'; + document.addEventListener( 'webkitfullscreenchange', onFullscreenChange, false ); - } + } - }, false ); + document.addEventListener( 'fullscreenchange', onFullscreenChange, false ); + window.addEventListener( 'vrdisplaypresentchange', onFullscreenChange, false ); this.setFullScreen = function ( boolean ) { @@ -189,14 +197,9 @@ THREE.VREffect = function ( renderer, onError ) { } else { - if ( canvas.mozRequestFullScreen ) { - - canvas.mozRequestFullScreen( { vrDisplay: vrHMD } ); - resolve(); - - } else if ( canvas.webkitRequestFullscreen ) { + if ( canvas[requestFullscreen] ) { - canvas.webkitRequestFullscreen( { vrDisplay: vrHMD } ); + canvas[requestFullscreen]( { vrDisplay: vrHMD } ); resolve(); } else {
false
Other
mrdoob
three.js
421f52b4b8736a08d4f055d74ff15566c0ae7a08.json
Fix docs for Object3D.traverseAncestors
docs/api/core/Object3D.html
@@ -230,7 +230,7 @@ <h3>[method:null traverse]( [page:Function callback] )</h3> <div> Executes the callback on this object and all descendants. </div> - + <h3>[method:null traverseVisible]( [page:Function callback] )</h3> <div> callback - A function with as first argument an object3D object.<br /> @@ -239,13 +239,13 @@ <h3>[method:null traverseVisible]( [page:Function callback] )</h3> Like traverse, but the callback will only be executed for visible objects. Descendants of invisible objects are not traversed. </div> - + <h3>[method:null traverseAncestors]( [page:Function callback] )</h3> <div> callback - A function with as first argument an object3D object.<br /> </div> <div> - Executes the callback on this object and all ancestors. + Executes the callback on all ancestors. </div> <h3>[method:null updateMatrix]()</h3>
false
Other
mrdoob
three.js
7ff4c74c81ac79cebfe506eee234d6bef14f6f7f.json
improve draggable cubes example * no more limitation on dragging area * drag cubes // to camera front/back planes
examples/webgl_interactive_draggablecubes.html
@@ -25,11 +25,12 @@ var container, stats; var camera, controls, scene, renderer; - var objects = [], plane; - + var objects = []; + var plane = new THREE.Plane(); var raycaster = new THREE.Raycaster(); var mouse = new THREE.Vector2(), offset = new THREE.Vector3(), + intersection = new THREE.Vector3(), INTERSECTED, SELECTED; init(); @@ -95,12 +96,6 @@ } - plane = new THREE.Mesh( - new THREE.PlaneBufferGeometry( 2000, 2000, 8, 8 ), - new THREE.MeshBasicMaterial( { visible: false } ) - ); - scene.add( plane ); - renderer = new THREE.WebGLRenderer( { antialias: true } ); renderer.setClearColor( 0xf0f0f0 ); renderer.setPixelRatio( window.devicePixelRatio ); @@ -149,17 +144,13 @@ mouse.x = ( event.clientX / window.innerWidth ) * 2 - 1; mouse.y = - ( event.clientY / window.innerHeight ) * 2 + 1; - // - raycaster.setFromCamera( mouse, camera ); if ( SELECTED ) { - var intersects = raycaster.intersectObject( plane ); + if ( raycaster.ray.intersectPlane( plane, intersection ) ) { - if ( intersects.length > 0 ) { - - SELECTED.position.copy( intersects[ 0 ].point.sub( offset ) ); + SELECTED.position.copy( intersection.sub( offset ) ); } @@ -178,8 +169,9 @@ INTERSECTED = intersects[ 0 ].object; INTERSECTED.currentHex = INTERSECTED.material.color.getHex(); - plane.position.copy( INTERSECTED.position ); - plane.lookAt( camera.position ); + plane.setFromNormalAndCoplanarPoint( + camera.getWorldDirection( plane.normal ), + INTERSECTED.position ); } @@ -211,11 +203,9 @@ SELECTED = intersects[ 0 ].object; - var intersects = raycaster.intersectObject( plane ); - - if ( intersects.length > 0 ) { + if ( raycaster.ray.intersectPlane( plane, intersection ) ) { - offset.copy( intersects[ 0 ].point ).sub( plane.position ); + offset.copy( intersection ).sub( SELECTED.position ); } @@ -233,8 +223,6 @@ if ( INTERSECTED ) { - plane.position.copy( INTERSECTED.position ); - SELECTED = null; }
false
Other
mrdoob
three.js
bc6bc544491269bb0d864954d2d01e4dd45e850c.json
Remove arguments to allow optimalisations * Remove arguments to allow optimalisations * Change constructor based on @mrdoob's argument * Fix issue with renaming of argument * convert space to tabs * cleanup docs * don't forget the linefeed in docs * docs cleanup * Update Color.html
docs/api/math/Color.html
@@ -27,9 +27,31 @@ <h2>Example</h2> <h2>Constructor</h2> - <h3>[name]( value )</h3> - <div> - value — optional argument that sets initial color. Can be a hexadecimal or a CSS-style string, for example, "rgb(250, 0,0)", "rgb(100%,0%,0%)", "hsl(0, 100%, 50%)", "#ff0000", "#f00", or "red", or three arguments that represent color channels. + <h3>[name]( r, g, b )</h3> + <div> + r - the red component of the color if arguments g and b are defined. If they are not defined, it can be a hexadecimal or a CSS-style string or a Color instance.<br /> + g - The green component of the color if it is defined.<br /> + b - The blue component of the color if it is defined. + </div> + <div> + All arguments are optional. The default color is White.<br /> + When all arguments are defined then r is the red component, g is the green component and b is the blue component of the color.<br /> + When only r is defined:<br /> + <ul> + <li>It can be a hexadecimal of the color.</li> + <li>It can be an another color instance.</li> + <li>It can be a CSS style. For Instance: + <ul> + <li>rgb(250, 0,0)</li> + <li>rgb(100%,0%,0%)</li> + <li>hsl(0, 100%, 50%)</li> + <li>#ff0000</li> + <li>#f00</li> + <li>red</li> + </ul> + + </li> + </ul> </div> <h2>Properties</h2>
true
Other
mrdoob
three.js
bc6bc544491269bb0d864954d2d01e4dd45e850c.json
Remove arguments to allow optimalisations * Remove arguments to allow optimalisations * Change constructor based on @mrdoob's argument * Fix issue with renaming of argument * convert space to tabs * cleanup docs * don't forget the linefeed in docs * docs cleanup * Update Color.html
src/math/Color.js
@@ -2,15 +2,16 @@ * @author mrdoob / http://mrdoob.com/ */ -THREE.Color = function ( color ) { +THREE.Color = function ( r, g, b ) { - if ( arguments.length === 3 ) { + if ( g === undefined && b === undefined ) { - return this.fromArray( arguments ); + // r is THREE.Color, hex or string + return this.set( r ); } - return this.set( color ); + return this.setRGB( r, g, b ); };
true
Other
mrdoob
three.js
c184493e3cf4fb22f50ed330a6456fd705052def.json
Remove legacy warning in KeyFrameTrack It became unnessecary.
src/animation/KeyframeTrack.js
@@ -386,8 +386,6 @@ Object.assign( THREE.KeyframeTrack, { if ( json.times === undefined ) { - console.warn( "legacy JSON format detected, converting" ); - var times = [], values = []; THREE.AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
false
Other
mrdoob
three.js
65a16691beded6282cdaee55d94584c8d86bf872.json
Fix VREffect support for webvr-polyfill * Fix VREffect support for webvr-polyfill (#8712) - correctly set `isPresenting` in full screen mode - webvr-polyfill fires fullscreenchange in VR mode - fix needed for setting main window to full screen while presenting * Code clean-up (#8748, #8712) - Added parentheses to clarify per @mrdoob - More spaces - cast `isPresenting` to boolean * Check if vrHMD is undefined (#8748, #8712)
examples/js/effects/VREffect.js
@@ -102,16 +102,30 @@ THREE.VREffect = function ( renderer, onError ) { document.addEventListener( fullscreenchange, function () { - isPresenting = isDeprecatedAPI && vrHMD && ( document.mozFullScreenElement || document.webkitFullscreenElement ) !== undefined; + isPresenting = vrHMD !== undefined && ( vrHMD.isPresenting || ( isDeprecatedAPI && ( document.mozFullScreenElement || document.webkitFullscreenElement ) !== undefined ) ); if ( isPresenting ) { rendererPixelRatio = renderer.getPixelRatio(); rendererSize = renderer.getSize(); var eyeParamsL = vrHMD.getEyeParameters( 'left' ); + var eyeWidth, eyeHeight; + + if ( isDeprecatedAPI ) { + + eyeWidth = eyeParamsL.renderRect.width; + eyeHeight = eyeParamsL.renderRect.height; + + } else { + + eyeWidth = eyeParamsL.renderWidth; + eyeHeight = eyeParamsL.renderHeight; + + } + renderer.setPixelRatio( 1 ); - renderer.setSize( eyeParamsL.renderRect.width * 2, eyeParamsL.renderRect.height, false ); + renderer.setSize( eyeWidth * 2, eyeHeight, false ); } else {
false
Other
mrdoob
three.js
a9c64beaf3b745de8cb4f3bb961b95e6e4cabb25.json
Fix variable typo. (I think.) (#8706)
examples/js/effects/VREffect.js
@@ -68,7 +68,7 @@ THREE.VREffect = function ( renderer, onError ) { this.setSize = function ( width, height ) { - renderSize = { width: width, height: height }; + rendererSize = { width: width, height: height }; if ( isPresenting ) {
false
Other
mrdoob
three.js
d75cd5f3d273cc9beca0130d9d394f3f49d2f80c.json
Update MMDMaterial Shader
examples/js/loaders/MMDLoader.js
@@ -3636,6 +3636,7 @@ THREE.ShaderLib[ 'mmd' ] = { THREE.UniformsLib[ "fog" ], THREE.UniformsLib[ "ambient" ], THREE.UniformsLib[ "lights" ], + THREE.UniformsLib[ "shadowmap" ], { "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, @@ -3824,7 +3825,6 @@ THREE.ShaderLib[ 'mmd' ] = { // accumulation THREE.ShaderChunk[ "lights_phong_fragment" ], THREE.ShaderChunk[ "lights_template" ], - THREE.ShaderChunk[ "lightmap_fragment" ], // modulation THREE.ShaderChunk[ "aomap_fragment" ],
false
Other
mrdoob
three.js
77a3f6dc13de12fea9f31eaba7452b0e655dc593.json
Add more samples for software sandbox.
examples/software_sandbox.html
@@ -16,21 +16,18 @@ <body> <script src="../build/three.min.js"></script> - + <script src="js/geometries/hilbert3D.js"></script> <script src="js/controls/TrackballControls.js"></script> - <script src="js/renderers/Projector.js"></script> <script src="js/renderers/SoftwareRenderer.js"></script> - <script src="js/libs/stats.min.js"></script> - <script> var container, stats; var camera, controls, scene, renderer; - var torus, cube; + var torus, cube, texCube; var start = Date.now(); @@ -50,13 +47,14 @@ info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js<a/> - software renderer<br/>drag to change the point of view'; container.appendChild( info ); - camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 1000 ); + camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 2000 ); camera.position.z = 600; controls = new THREE.TrackballControls( camera ); scene = new THREE.Scene(); + // Torus var geometry = new THREE.TorusKnotGeometry( 150 ); for ( var i = 0, j = geometry.faces.length; i < j; i ++ ) { @@ -68,8 +66,7 @@ torus = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0x0000ff, vertexColors: THREE.FaceColors } ) ); scene.add( torus ); - // Plane - + // Cube var geometry = new THREE.BoxGeometry( 200, 200, 200 ); for ( var i = 0, j = geometry.faces.length; i < j; i ++ ) { @@ -79,8 +76,55 @@ } cube = new THREE.Mesh( geometry, new THREE.MeshBasicMaterial( { color: 0x00ff00, vertexColors: THREE.FaceColors } ) ); + scene.position.set( 100, 0, 0 ); scene.add( cube ); + // Cube with texture + var loader = new THREE.TextureLoader(); + var map = loader.load( 'textures/brick_diffuse.jpg' ); + texCube = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { map: map, overdraw: 0.5 } ) ); + texCube.position.set( -300, 0, 0 ); + scene.add( texCube ); + + // Sprite + var sprite = new THREE.Sprite( new THREE.SpriteMaterial( { color: 0xff0040 } ) ); + sprite.scale.set( 100, 100, 1 ); + sprite.position.set( -100, 200, 0 ); + scene.add( sprite ); + + // Sprite with texture + var texLoader = new THREE.TextureLoader(); + map = texLoader.load( 'textures/sprite1.png' ); + var texSprite = new THREE.Sprite( new THREE.SpriteMaterial( { map: map,transparent: true } ) ); + texSprite.scale.set( 100, 100, 1 ); + texSprite.position.set( 100, 200, 0 ); + scene.add( texSprite ); + + // Line + var points = hilbert3D( new THREE.Vector3( 0,0,0 ), 200.0, 1, 0, 1, 2, 3, 4, 5, 6, 7 ); + var spline = new THREE.Spline( points ); + var n_sub = 6, colors = [], line; + var lineGeometry = new THREE.Geometry() + + for ( i = 0; i < points.length * n_sub; i ++ ) { + + index = i / ( points.length * n_sub ); + position = spline.getPoint( index ); + + lineGeometry.vertices[ i ] = new THREE.Vector3( position.x, position.y, position.z ); + + colors[ i ] = new THREE.Color( 0x88aaff ); + + } + + lineGeometry.colors = colors; + + material = new THREE.LineBasicMaterial( { opacity: 1, linewidth: 3, vertexColors: THREE.VertexColors } ); + line = new THREE.Line( lineGeometry, material ); + line.scale.set( 0.5, 0.5, 0.5 ); + line.position.set( 0, -200, 0); + scene.add( line ); + renderer = new THREE.SoftwareRenderer(); renderer.setClearColor( 0xf0f0f0 ); renderer.setSize( window.innerWidth, window.innerHeight ); @@ -129,6 +173,8 @@ cube.rotation.x = timer * 0.0002; cube.rotation.z = timer * 0.0003; + texCube.rotation.x = timer * 0.0002; + texCube.rotation.z = timer * 0.0003; controls.update();
false
Other
mrdoob
three.js
8cd22a6a79bcf668d2b5c40e92f1613afce0b2dc.json
fix the MMDMaterial shader
examples/js/loaders/MMDLoader.js
@@ -3422,6 +3422,7 @@ THREE.ShaderLib[ 'mmd' ] = { THREE.UniformsLib[ "normalmap" ], THREE.UniformsLib[ "displacementmap" ], THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "ambient" ], THREE.UniformsLib[ "lights" ], THREE.UniformsLib[ "shadowmap" ], @@ -3542,6 +3543,7 @@ THREE.ShaderLib[ 'mmd' ] = { THREE.ShaderChunk[ "envmap_pars_fragment" ], THREE.ShaderChunk[ "fog_pars_fragment" ], THREE.ShaderChunk[ "bsdfs" ], + THREE.ShaderChunk[ "ambient_pars" ], THREE.ShaderChunk[ "lights_pars" ], THREE.ShaderChunk[ "lights_phong_pars_fragment" ], THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
false
Other
mrdoob
three.js
086eab8ccd0b0d178a3d0817d92132fe1c4dfd64.json
enable MMDLoader to support more various models
examples/js/loaders/MMDLoader.js
@@ -1998,21 +1998,28 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress } - var isSphericalReflectionMapping = params.sphericalReflectionMapping; var texture = loader.load( fullPath, function ( t ) { t.flipY = false; t.wrapS = THREE.RepeatWrapping; t.wrapT = THREE.RepeatWrapping; - if ( isSphericalReflectionMapping === true ) { + if ( params.sphericalReflectionMapping === true ) { t.mapping = THREE.SphericalReflectionMapping; } + for ( var i = 0; i < texture.readyCallbacks.length; i++ ) { + + texture.readyCallbacks[ i ]( texture ); + + } + } ); + texture.readyCallbacks = []; + var uuid = THREE.Math.generateUUID(); textures[ uuid ] = texture; @@ -2037,6 +2044,9 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress }; + params.faceOffset = offset; + params.faceNum = m.faceCount; + for ( var j = 0; j < m.faceCount; j++ ) { geometry.faces[ offset ].materialIndex = i; @@ -2062,12 +2072,17 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress params.specular = color.fromArray( [ m.specular[ 0 ], m.specular[ 1 ], m.specular[ 2 ] ] ).getHex(); params.shininess = m.shininess; - // Note: always transparent so far. - //if ( params.opacity < 1 ) { + if ( params.opacity === 1.0 ) { + + params.side = THREE.FrontSide; + params.transparent = false; + } else { + + params.side = THREE.DoubleSide; params.transparent = true; - //} + } if ( model.metadata.format === 'pmd' ) { @@ -2146,7 +2161,8 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress } - if ( params.map === undefined ) { + // TODO: check if this logic is right + if ( params.map === undefined /* && params.envMap === undefined */ ) { params.emissive = color.fromArray( [ m.emissive[ 0 ], m.emissive[ 1 ], m.emissive[ 2 ] ] ).getHex(); @@ -2169,8 +2185,11 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress var p2 = model.materials[ i ]; var m = materialLoader.parse( p ); - m.skinning = true; - m.morphTargets = true; + m.faceOffset = p.faceOffset; + m.faceNum = p.faceNum; + + m.skinning = geometry.bones.length > 0 ? true : false; + m.morphTargets = geometry.morphTargets.length > 0 ? true : false; m.lights = true; m.blending = THREE.CustomBlending; @@ -2179,9 +2198,135 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress m.blendSrcAlpha = THREE.SrcAlphaFactor; m.blendDstAlpha = THREE.DstAlphaFactor; - if ( p.envMap !== undefined ) { + if ( m.map !== null ) { + + function checkTextureTransparency ( m ) { + + m.map.readyCallbacks.push( function ( t ) { + + // Is there any efficient ways? + function createImageData ( image ) { + + var c = document.createElement( 'canvas' ); + c.width = image.width; + c.height = image.height; + + var ctx = c.getContext( '2d' ); + ctx.drawImage( image, 0, 0 ); + + return ctx.getImageData( 0, 0, c.width, c.height ); + + }; + + function detectTextureTransparency ( image, uvs ) { + + var width = image.width; + var height = image.height; + var data = image.data; + var threshold = 253; + + if ( data.length / ( width * height ) !== 4 ) { + + return false; + + } + + for ( var i = 0; i < uvs.length; i++ ) { + + var centerUV = { x: 0.0, y: 0.0 }; + + for ( var j = 0; j < 3; j++ ) { + + var uv = uvs[ i ][ j ]; + + if ( getAlphaByUv( image, uv ) < threshold ) { + + return true; + + } + + centerUV.x += uv.x; + centerUV.y += uv.y; + + } + + centerUV.x /= 3; + centerUV.y /= 3; + + + if ( getAlphaByUv( image, centerUV ) < threshold ) { + + return true; + + } + + } + + return false; + + }; + + /* + * This method expects + * t.flipY = false + * t.wrapS = THREE.RepeatWrapping + * t.wrapT = THREE.RepeatWrapping + * TODO: more precise + */ + function getAlphaByUv ( image, uv ) { + + var width = image.width; + var height = image.height; + + var x = Math.round( uv.x * width ) % width; + var y = Math.round( uv.y * height ) % height; + + if ( x < 0 ) { + + x += width; + + } + + if ( y < 0 ) { + + y += height; + + } + + var index = y * width + x; + + return image.data[ index * 4 + 3 ]; + + }; + + var imageData = t.image.data !== undefined ? t.image : createImageData( t.image ); + var uvs = geometry.faceVertexUvs[ 0 ].slice( m.faceOffset, m.faceOffset + m.faceNum ); + + m.textureTransparency = detectTextureTransparency( imageData, uvs ); + + } ); + + } + + checkTextureTransparency( m ); + + } + + if ( m.envMap !== null ) { + + // TODO: WebGLRenderer should automatically update? + function updateMaterialWhenTextureIsReady ( m ) { + + m.envMap.readyCallbacks.push( function ( t ) { + + m.needsUpdate = true; + + } ); + + } m.combine = p.envMapType; + updateMaterialWhenTextureIsReady( m ); } @@ -2219,11 +2364,17 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress m.uniforms.toonMap.value = textures[ p2.toonIndex ]; m.uniforms.celShading.value = 1; - // temporal workaround - // TODO: handle correctly - var n = model.toonTextures[ p2.toonIndex === -1 ? 0 : p2.toonIndex ].fileName; - var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } ); - m.uniforms.toonMap.value = textures[ uuid ]; + if ( p2.toonIndex === -1 ) { + + m.uniforms.hasToonTexture.value = 0; + + } else { + + var n = model.toonTextures[ p2.toonIndex ].fileName; + var uuid = loadTexture( n, { defaultTexturePath: isDefaultToonTexture( n ) } ); + m.uniforms.toonMap.value = textures[ uuid ]; + m.uniforms.hasToonTexture.value = 1; + } } else { @@ -2232,23 +2383,28 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress m.uniforms.outlineAlpha.value = p2.edgeColor[ 3 ]; m.uniforms.celShading.value = 1; - // temporal workaround - // TODO: handle correctly - var index = p2.toonIndex === -1 ? -1 : p2.toonIndex; - var flag = p2.toonIndex === -1 ? 1 : p2.toonFlag; + if ( p2.toonIndex === -1 ) { - if ( flag === 0 ) { - - var n = model.textures[ index ]; - var uuid = loadTexture( n ); - m.uniforms.toonMap.value = textures[ uuid ]; + m.uniforms.hasToonTexture.value = 0; } else { - var num = index + 1; - var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp'; - var uuid = loadTexture( fileName, { defaultTexturePath: true } ); - m.uniforms.toonMap.value = textures[ uuid ]; + if ( p2.toonFlag === 0 ) { + + var n = model.textures[ p2.toonIndex ]; + var uuid = loadTexture( n ); + m.uniforms.toonMap.value = textures[ uuid ]; + + } else { + + var num = p2.toonIndex + 1; + var fileName = 'toon' + ( num < 10 ? '0' + num : num ) + '.bmp'; + var uuid = loadTexture( fileName, { defaultTexturePath: true } ); + m.uniforms.toonMap.value = textures[ uuid ]; + + } + + m.uniforms.hasToonTexture.value = 1; } @@ -2258,6 +2414,64 @@ THREE.MMDLoader.prototype.createMesh = function ( model, texturePath, onProgress } + if ( model.metadata.format === 'pmx' ) { + + function checkAlphaMorph ( morph, elements ) { + + if ( morph.type !== 8 ) { + + return; + + } + + for ( var i = 0; i < elements.length; i++ ) { + + var e = elements[ i ]; + + if ( e.index === -1 ) { + + continue; + + } + + var m = material.materials[ e.index ]; + + if ( m.opacity !== e.diffuse[ 3 ] ) { + + m.morphTransparency = true; + + } + + } + + } + + for ( var i = 0; i < model.morphs.length; i++ ) { + + var morph = model.morphs[ i ]; + var elements = morph.elements; + + if ( morph.type === 0 ) { + + for ( var j = 0; j < elements.length; j++ ) { + + var morph2 = model.morphs[ elements[ j ].index ]; + var elements2 = morph2.elements; + + checkAlphaMorph( morph2, elements2 ); + + } + + } else { + + checkAlphaMorph( morph, elements ); + + } + + } + + } + }; var initPhysics = function () { @@ -3349,6 +3563,11 @@ THREE.MMDMaterial = function ( parameters ) { // this.type = 'MMDMaterial'; + this.faceOffset = null; + this.faceNum = null; + this.textureTransparency = false; + this.morphTransparency = false; + // the followings are copied from MeshPhongMaterial this.color = new THREE.Color( 0xffffff ); // diffuse this.emissive = new THREE.Color( 0x000000 ); @@ -3438,7 +3657,8 @@ THREE.ShaderLib[ 'mmd' ] = { "outlineColor" : { type: "c", value: new THREE.Color( 0x000000 ) }, "outlineAlpha" : { type: "f", value: 1.0 }, "celShading" : { type: "i", value: 0 }, - "toonMap" : { type: "t", value: null } + "toonMap" : { type: "t", value: null }, + "hasToonTexture" : { type: "i", value: 0 } } // ---- MMD specific for cel shading(outline drawing and toon mapping) @@ -3556,8 +3776,12 @@ THREE.ShaderLib[ 'mmd' ] = { " uniform float outlineAlpha;", " uniform bool celShading;", " uniform sampler2D toonMap;", + " uniform bool hasToonTexture;", " vec3 toon ( vec3 lightDirection, vec3 norm ) {", + " if ( ! hasToonTexture ) {", + " return vec3( 1.0 );", + " }", " vec2 coord = vec2( 0.0, 0.5 * ( 1.0 - dot( lightDirection, norm ) ) );", " return texture2D( toonMap, coord ).rgb;", " }", @@ -4067,7 +4291,25 @@ THREE.MMDHelper.prototype = { var m = mesh.material.materials[ i ]; m.uniforms.outlineDrawing.value = 0; - m.side = THREE.DoubleSide; + m.visible = true; + + if ( m.opacity === 1.0 ) { + + m.side = THREE.FrontSide; + m.transparent = false; + + } else { + + m.side = THREE.DoubleSide; + m.transparent = true; + + } + + if ( m.textureTransparency === true || m.morphTransparency === true ) { + + m.transparent = true; + + } } @@ -4081,8 +4323,6 @@ THREE.MMDHelper.prototype = { } - this.renderer.state.setBlending( THREE.NoBlending ); - }, setupOutlineRenderingOneMesh: function ( mesh ) { @@ -4093,6 +4333,18 @@ THREE.MMDHelper.prototype = { m.uniforms.outlineDrawing.value = 1; m.side = THREE.BackSide; + if ( m.uniforms.outlineAlpha.value < 1.0 ) { + + m.transparent = true; + + } + + if ( m.uniforms.outlineThickness.value === 0.0 ) { + + m.visible = false; + + } + } },
false
Other
mrdoob
three.js
48123a33b10f51729cdd86ac63605409e09e2811.json
Fix vertex shader bug.
src/renderers/shaders/ShaderLib.js
@@ -598,17 +598,15 @@ THREE.ShaderLib = { "void main() {", THREE.ShaderChunk[ "color_vertex" ], - - " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );", + THREE.ShaderChunk[ "begin_vertex" ], + THREE.ShaderChunk[ "project_vertex" ], " #ifdef USE_SIZEATTENUATION", - " gl_PointSize = size * ( scale / -mvPosition.z );", + " gl_PointSize = size * ( scale / - mvPosition.z );", " #else", " gl_PointSize = size;", " #endif", - " gl_Position = projectionMatrix * mvPosition;", - THREE.ShaderChunk[ "logdepthbuf_vertex" ], THREE.ShaderChunk[ "worldpos_vertex" ], THREE.ShaderChunk[ "shadowmap_vertex" ],
false
Other
mrdoob
three.js
9c872b1cab3daed5cb6c564fbe5af836ec22feea.json
Fix THREE.SkinnedMesh.clone() bug (#9082)
src/objects/SkinnedMesh.js
@@ -172,7 +172,7 @@ THREE.SkinnedMesh.prototype = Object.assign( Object.create( THREE.Mesh.prototype clone: function() { - return new this.constructor( this.geometry, this.material, this.useVertexTexture ).copy( this ); + return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this ); }
false
Other
mrdoob
three.js
bc4fd08b2128b0f1cfe4d6d0282faa902d4398ce.json
Shortcut descriptions (#9062) * adds shortcut key to buttons and menu * revert bad formatting * reverts UI.Button changes and inlines the button shortcut key in the description text * removes unintentional whitespaces
editor/index.html
@@ -285,9 +285,10 @@ switch ( event.keyCode ) { case 8: // backspace + event.preventDefault(); // prevent browser back - - case 46: // delete + + case 46: // delete var object = editor.selected; @@ -313,16 +314,19 @@ break; case 87: // Register W for translation transform mode + editor.signals.transformModeChanged.dispatch( 'translate' ); break; case 69: // Register E for rotation transform mode + editor.signals.transformModeChanged.dispatch( 'rotate' ); break; case 82: // Register R for scaling transform mode + editor.signals.transformModeChanged.dispatch( 'scale' ); break;
true