From b35b70a0e063f4bf53dc560b3f6579a9e9141cac Mon Sep 17 00:00:00 2001 From: Mikael Emtinger Date: Fri, 1 Apr 2011 18:19:18 +0200 Subject: [PATCH 1/3] Fixed bug in stencil shadow renderer. Added Q-button to Quake Camera to freeze update (good to have when debugging stuff so camera go away) --- build/Three.js | 136 +++++++++++++++--------------- src/extras/cameras/QuakeCamera.js | 81 ++++++++++-------- src/renderers/WebGLRenderer.js | 15 ++-- 3 files changed, 121 insertions(+), 111 deletions(-) diff --git a/build/Three.js b/build/Three.js index b7107968..f5b004cb 100755 --- a/build/Three.js +++ b/build/Three.js @@ -48,7 +48,7 @@ d,c)}};THREE.Quaternion=function(b,d,c,f){this.set(b||0,d||0,c||0,f!==undefined? THREE.Quaternion.prototype={set:function(b,d,c,f){this.x=b;this.y=d;this.z=c;this.w=f;return this},setFromEuler:function(b){var d=0.5*Math.PI/360,c=b.x*d,f=b.y*d,g=b.z*d;b=Math.cos(f);f=Math.sin(f);d=Math.cos(-g);g=Math.sin(-g);var h=Math.cos(c);c=Math.sin(c);var j=b*d,k=f*g;this.w=j*h-k*c;this.x=j*c+k*h;this.y=f*d*h+b*g*c;this.z=b*g*h-f*d*c;return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x*=-1;this.y*= -1;this.z*=-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var b=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(b==0)this.w=this.z=this.y=this.x=0;else{b=1/b;this.x*=b;this.y*=b;this.z*=b;this.w*=b}return this},multiplySelf:function(b){var d=this.x,c=this.y,f=this.z,g=this.w,h=b.x,j=b.y,k=b.z;b=b.w;this.x=d*b+g*h+c*k-f*j;this.y=c*b+g*j+f*h-d*k;this.z=f*b+g*k+d*j-c*h;this.w=g*b-d*h-c*j-f*k;return this}, multiplyVector3:function(b,d){d||(d=b);var c=b.x,f=b.y,g=b.z,h=this.x,j=this.y,k=this.z,n=this.w,p=n*c+j*g-k*f,o=n*f+k*c-h*g,u=n*g+h*f-j*c;c=-h*c-j*f-k*g;d.x=p*n+c*-h+o*-k-u*-j;d.y=o*n+c*-j+u*-h-p*-k;d.z=u*n+c*-k+p*-j-o*-h;return d}}; -THREE.Quaternion.slerp=function(b,d,c,f){var g=b.w*d.w+b.x*d.x+b.y*d.y+b.z*d.z;if(Math.abs(g)>=1){c.w=b.w;c.x=b.x;c.y=b.y;c.z=b.z;return c}var h=Math.acos(g),j=Math.sqrt(1-g*g);if(Math.abs(j)<0.001){c.w=0.5*(b.w+d.w);c.x=0.5*(b.x+d.x);c.y=0.5*(b.y+d.y);c.z=0.5*(b.z+d.z);return c}g=Math.sin((1-f)*h)/j;f=Math.sin(f*h)/j;c.w=b.w*g+d.w*f;c.x=b.x*g+d.x*f;c.y=b.y*g+d.y*f;c.z=b.z*g+d.z*f;return c};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; +THREE.Quaternion.slerp=function(b,d,c,f){var g=b.w*d.w+b.x*d.x+b.y*d.y+b.z*d.z;if(Math.abs(g)>=1){c.w=b.w;c.x=b.x;c.y=b.y;c.z=b.z;return c}var h=Math.acos(g),j=Math.sqrt(1-g*g);if(Math.abs(j)<0.0010){c.w=0.5*(b.w+d.w);c.x=0.5*(b.x+d.x);c.y=0.5*(b.y+d.y);c.z=0.5*(b.z+d.z);return c}g=Math.sin((1-f)*h)/j;f=Math.sin(f*h)/j;c.w=b.w*g+d.w*f;c.x=b.x*g+d.x*f;c.y=b.y*g+d.y*f;c.z=b.z*g+d.z*f;return c};THREE.Vertex=function(b){this.position=b||new THREE.Vector3}; THREE.Face3=function(b,d,c,f,g,h){this.a=b;this.b=d;this.c=c;this.normal=f instanceof THREE.Vector3?f:new THREE.Vector3;this.vertexNormals=f instanceof Array?f:[];this.color=g instanceof THREE.Color?g:new THREE.Color;this.vertexColors=g instanceof Array?g:[];this.vertexTangents=[];this.materials=h instanceof Array?h:[h];this.centroid=new THREE.Vector3}; THREE.Face4=function(b,d,c,f,g,h,j){this.a=b;this.b=d;this.c=c;this.d=f;this.normal=g instanceof THREE.Vector3?g:new THREE.Vector3;this.vertexNormals=g instanceof Array?g:[];this.color=h instanceof THREE.Color?h:new THREE.Color;this.vertexColors=h instanceof Array?h:[];this.vertexTangents=[];this.materials=j instanceof Array?j:[j];this.centroid=new THREE.Vector3};THREE.UV=function(b,d){this.set(b||0,d||0)}; THREE.UV.prototype={set:function(b,d){this.u=b;this.v=d;return this},copy:function(b){this.set(b.u,b.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.colors=[];this.faces=[];this.faceUvs=[[]];this.faceVertexUvs=[[]];this.morphTargets=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1}; @@ -139,7 +139,7 @@ THREE.LOD.prototype.update=function(b,d,c){this.matrixAutoUpdate&&(d|=this.updat !1;this.LODs[f].object3D.visible=!0}else break;for(;f0.001&&O.scale>0.001){sa[0]=O.x;sa[1]=O.y;sa[2]=O.z;I=O.size*O.scale/na;S[0]=I*E;S[1]=I;e.uniform3fv(Ia.screenPosition,sa); -e.uniform1f(Ia.rotation,O.rotation);e.uniform2fv(Ia.scale,S);e.uniform1f(Ia.opacity,O.opacity);J(O.blending);M(O.texture,0);e.drawElements(e.TRIANGLES,6,e.UNSIGNED_SHORT,0)}}}e.enable(e.CULL_FACE);e.enable(e.DEPTH_TEST);e.depthMask(qa)}function G(m,A){m._modelViewMatrix.multiplyToArray(A.matrixWorldInverse,m.matrixWorld,m._modelViewMatrixArray);THREE.Matrix4.makeInvert3x3(m._modelViewMatrix).transposeIntoArray(m._normalMatrixArray)}function H(m){var A,x,t,w,R;if(m instanceof THREE.Mesh){x=m.geometry; -for(A in x.geometryGroups){t=x.geometryGroups[A];R=!1;for(w in t.__webglCustomAttributes)if(t.__webglCustomAttributes[w].needsUpdate){R=!0;break}if(x.__dirtyVertices||x.__dirtyMorphTargets||x.__dirtyElements||x.__dirtyUvs||x.__dirtyNormals||x.__dirtyColors||x.__dirtyTangents||R){R=e.DYNAMIC_DRAW;var F=void 0,D=void 0,O=void 0,E=void 0;O=void 0;var I=void 0,S=void 0,sa=void 0,W=void 0,Ba=void 0,ra=void 0,za=void 0,Ia=void 0,Sa=void 0,ea=void 0,ca=void 0,ja=void 0,La=void 0;S=void 0;sa=void 0;E=void 0; -W=void 0;E=void 0;ea=void 0;ca=void 0;S=void 0;ea=void 0;ca=void 0;ja=void 0;La=void 0;ea=void 0;ca=void 0;ja=void 0;La=void 0;ea=void 0;ca=void 0;ja=void 0;La=void 0;ea=void 0;ca=void 0;ja=void 0;E=void 0;W=void 0;I=void 0;O=void 0;O=void 0;var V=void 0,P=void 0,Oa=void 0,fb=void 0,Na=0,Xa=0,gb=0,hb=0,Ya=0,eb=0,Ra=0,Ja=0,Ma=0,Q=0,Va=0;V=0;var Za=t.__vertexArray,$a=t.__uvArray,T=t.__uv2Array,ta=t.__normalArray,fa=t.__tangentArray,aa=t.__colorArray,va=t.__skinVertexAArray,ua=t.__skinVertexBArray,ha= -t.__skinIndexArray,K=t.__skinWeightArray,Qa=t.__morphTargetsArrays,db=t.__webglCustomAttributes;P=void 0;var Wa=t.__faceArray,bb=t.__lineArray,lb=t.__needsSmoothNormals;ra=t.__vertexColorType;Ba=t.__uvType;za=t.__normalType;var Ta=m.geometry,ib=Ta.__dirtyVertices,sb=Ta.__dirtyElements,rb=Ta.__dirtyUvs,tb=Ta.__dirtyNormals,ub=Ta.__dirtyTangents,vb=Ta.__dirtyColors,wb=Ta.__dirtyMorphTargets,nb=Ta.vertices,xb=t.faces,Ab=Ta.faces,yb=Ta.faceVertexUvs[0],zb=Ta.faceVertexUvs[1],ob=Ta.skinVerticesA,pb=Ta.skinVerticesB, -qb=Ta.skinIndices,kb=Ta.skinWeights,mb=Ta.edgeFaces,jb=Ta.morphTargets;if(db)for(fb in db)db[fb].offset=0;F=0;for(D=xb.length;F0){e.bindBuffer(e.ARRAY_BUFFER,t.__webglColorBuffer);e.bufferData(e.ARRAY_BUFFER,aa,R)}if(tb){e.bindBuffer(e.ARRAY_BUFFER,t.__webglNormalBuffer);e.bufferData(e.ARRAY_BUFFER,ta,R)}if(ub&& -Ta.hasTangents){e.bindBuffer(e.ARRAY_BUFFER,t.__webglTangentBuffer);e.bufferData(e.ARRAY_BUFFER,fa,R)}if(rb&&gb>0){e.bindBuffer(e.ARRAY_BUFFER,t.__webglUVBuffer);e.bufferData(e.ARRAY_BUFFER,$a,R)}if(rb&&hb>0){e.bindBuffer(e.ARRAY_BUFFER,t.__webglUV2Buffer);e.bufferData(e.ARRAY_BUFFER,T,R)}if(sb){e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,t.__webglFaceBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,Wa,R);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,t.__webglLineBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,bb,R)}if(Q>0){e.bindBuffer(e.ARRAY_BUFFER, -t.__webglSkinVertexABuffer);e.bufferData(e.ARRAY_BUFFER,va,R);e.bindBuffer(e.ARRAY_BUFFER,t.__webglSkinVertexBBuffer);e.bufferData(e.ARRAY_BUFFER,ua,R);e.bindBuffer(e.ARRAY_BUFFER,t.__webglSkinIndicesBuffer);e.bufferData(e.ARRAY_BUFFER,ha,R);e.bindBuffer(e.ARRAY_BUFFER,t.__webglSkinWeightsBuffer);e.bufferData(e.ARRAY_BUFFER,K,R)}}}x.__dirtyVertices=!1;x.__dirtyMorphTargets=!1;x.__dirtyElements=!1;x.__dirtyUvs=!1;x.__dirtyNormals=!1;x.__dirtyTangents=!1;x.__dirtyColors=!1}else if(m instanceof THREE.Ribbon){x= -m.geometry;if(x.__dirtyVertices||x.__dirtyColors){m=x;A=e.DYNAMIC_DRAW;ra=m.vertices;t=m.colors;za=ra.length;R=t.length;Ia=m.__vertexArray;F=m.__colorArray;Sa=m.__dirtyColors;if(m.__dirtyVertices){for(D=0;D65535){I[O].counter+=1;E=I[O].hash+"_"+I[O].counter;m.geometryGroups[E]==undefined&&(m.geometryGroups[E]={faces:[],materials:D,vertices:0, -numMorphTargets:S})}m.geometryGroups[E].faces.push(w);m.geometryGroups[E].vertices+=F}}function z(m,A,x){m.push({buffer:A,object:x,opaque:{list:[],count:0},transparent:{list:[],count:0}})}function J(m){if(m!=ga){switch(m){case THREE.AdditiveBlending:e.blendEquation(e.FUNC_ADD);e.blendFunc(e.SRC_ALPHA,e.ONE);break;case THREE.SubtractiveBlending:e.blendEquation(e.FUNC_ADD);e.blendFunc(e.ZERO,e.ONE_MINUS_SRC_COLOR);break;case THREE.MultiplyBlending:e.blendEquation(e.FUNC_ADD);e.blendFunc(e.ZERO,e.SRC_COLOR); -break;default:e.blendEquationSeparate(e.FUNC_ADD,e.FUNC_ADD);e.blendFuncSeparate(e.SRC_ALPHA,e.ONE_MINUS_SRC_ALPHA,e.ONE,e.ONE_MINUS_SRC_ALPHA)}ga=m}}function L(m,A,x){if((x.width&x.width-1)==0&&(x.height&x.height-1)==0){e.texParameteri(m,e.TEXTURE_WRAP_S,Z(A.wrapS));e.texParameteri(m,e.TEXTURE_WRAP_T,Z(A.wrapT));e.texParameteri(m,e.TEXTURE_MAG_FILTER,Z(A.magFilter));e.texParameteri(m,e.TEXTURE_MIN_FILTER,Z(A.minFilter));e.generateMipmap(m)}else{e.texParameteri(m,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE); -e.texParameteri(m,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE);e.texParameteri(m,e.TEXTURE_MAG_FILTER,xa(A.magFilter));e.texParameteri(m,e.TEXTURE_MIN_FILTER,xa(A.minFilter))}}function M(m,A){if(m.needsUpdate){if(m.__webglInit){e.bindTexture(e.TEXTURE_2D,m.__webglTexture);e.texSubImage2D(e.TEXTURE_2D,0,0,0,e.RGBA,e.UNSIGNED_BYTE,m.image)}else{m.__webglTexture=e.createTexture();e.bindTexture(e.TEXTURE_2D,m.__webglTexture);e.texImage2D(e.TEXTURE_2D,0,e.RGBA,e.RGBA,e.UNSIGNED_BYTE,m.image);m.__webglInit=!0}L(e.TEXTURE_2D, -m,m.image);e.bindTexture(e.TEXTURE_2D,null);m.needsUpdate=!1}e.activeTexture(e.TEXTURE0+A);e.bindTexture(e.TEXTURE_2D,m.__webglTexture)}function Fa(m){if(m&&!m.__webglFramebuffer){m.__webglFramebuffer=e.createFramebuffer();m.__webglRenderbuffer=e.createRenderbuffer();m.__webglTexture=e.createTexture();e.bindRenderbuffer(e.RENDERBUFFER,m.__webglRenderbuffer);e.renderbufferStorage(e.RENDERBUFFER,e.DEPTH_COMPONENT16,m.width,m.height);e.bindTexture(e.TEXTURE_2D,m.__webglTexture);e.texParameteri(e.TEXTURE_2D, -e.TEXTURE_WRAP_S,Z(m.wrapS));e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,Z(m.wrapT));e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,Z(m.magFilter));e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,Z(m.minFilter));e.texImage2D(e.TEXTURE_2D,0,Z(m.format),m.width,m.height,0,Z(m.format),Z(m.type),null);e.bindFramebuffer(e.FRAMEBUFFER,m.__webglFramebuffer);e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.TEXTURE_2D,m.__webglTexture,0);e.framebufferRenderbuffer(e.FRAMEBUFFER,e.DEPTH_ATTACHMENT, -e.RENDERBUFFER,m.__webglRenderbuffer);e.bindTexture(e.TEXTURE_2D,null);e.bindRenderbuffer(e.RENDERBUFFER,null);e.bindFramebuffer(e.FRAMEBUFFER,null)}var A,x;if(m){A=m.__webglFramebuffer;x=m.width;m=m.height}else{A=null;x=ka;m=na}if(A!=Ha){e.bindFramebuffer(e.FRAMEBUFFER,A);e.viewport(la,Ga,x,m);Ha=A}}function oa(m,A){var x;if(m=="fragment")x=e.createShader(e.FRAGMENT_SHADER);else m=="vertex"&&(x=e.createShader(e.VERTEX_SHADER));e.shaderSource(x,A);e.compileShader(x);if(!e.getShaderParameter(x,e.COMPILE_STATUS)){console.error(e.getShaderInfoLog(x)); -console.error(A);return null}return x}function xa(m){switch(m){case THREE.NearestFilter:case THREE.NearestMipMapNearestFilter:case THREE.NearestMipMapLinearFilter:return e.NEAREST;default:return e.LINEAR}}function Z(m){switch(m){case THREE.RepeatWrapping:return e.REPEAT;case THREE.ClampToEdgeWrapping:return e.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return e.MIRRORED_REPEAT;case THREE.NearestFilter:return e.NEAREST;case THREE.NearestMipMapNearestFilter:return e.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return e.NEAREST_MIPMAP_LINEAR; -case THREE.LinearFilter:return e.LINEAR;case THREE.LinearMipMapNearestFilter:return e.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return e.LINEAR_MIPMAP_LINEAR;case THREE.ByteType:return e.BYTE;case THREE.UnsignedByteType:return e.UNSIGNED_BYTE;case THREE.ShortType:return e.SHORT;case THREE.UnsignedShortType:return e.UNSIGNED_SHORT;case THREE.IntType:return e.INT;case THREE.UnsignedShortType:return e.UNSIGNED_INT;case THREE.FloatType:return e.FLOAT;case THREE.AlphaFormat:return e.ALPHA; -case THREE.RGBFormat:return e.RGB;case THREE.RGBAFormat:return e.RGBA;case THREE.LuminanceFormat:return e.LUMINANCE;case THREE.LuminanceAlphaFormat:return e.LUMINANCE_ALPHA}return 0}var e,da=document.createElement("canvas"),Ca=[],Aa=null,Ha=null,qa=!0,$=this,pa=null,Da=null,ga=null,Y=null,la=0,Ga=0,ka=0,na=0,wa=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4],Ua=new THREE.Matrix4,cb=new Float32Array(16),ab=new Float32Array(16),Pa=new THREE.Vector4, -N={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[],distances:[]}},X=!0,ma=!0,Ea=new THREE.Color(0),Ka=0;if(b){if(b.stencil!=undefined)X=b.stencil;if(b.antialias!==undefined)ma=b.antialias;b.clearColor!==undefined&&Ea.setHex(b.clearColor);if(b.clearAlpha!==undefined)Ka=b.clearAlpha}this.maxMorphTargets=8;this.domElement=da;this.autoClear=!0;this.sortObjects=!0;(function(m,A,x,t){try{if(!(e=da.getContext("experimental-webgl",{antialias:m,stencil:t})))throw"Error creating WebGL context."; -}catch(w){console.error(w)}e.clearColor(0,0,0,1);e.clearDepth(1);e.enable(e.DEPTH_TEST);e.depthFunc(e.LEQUAL);e.frontFace(e.CCW);e.cullFace(e.BACK);e.enable(e.CULL_FACE);e.enable(e.BLEND);e.blendEquation(e.FUNC_ADD);e.blendFunc(e.SRC_ALPHA,e.ONE_MINUS_SRC_ALPHA);e.clearColor(A.r,A.g,A.b,x)})(ma,Ea,Ka,X);this.context=e;if(X){var ya={};ya.vertices=new Float32Array(12);ya.faces=new Uint16Array(6);ya.darkness=0.5;ya.vertices[0]=-2;ya.vertices[1]=-1;ya.vertices[2]=-1;ya.vertices[3]=2;ya.vertices[4]=-1; -ya.vertices[5]=-1;ya.vertices[6]=2;ya.vertices[7]=1;ya.vertices[8]=-1;ya.vertices[9]=-2;ya.vertices[10]=1;ya.vertices[11]=-1;ya.faces[0]=0;ya.faces[1]=1;ya.faces[2]=2;ya.faces[3]=0;ya.faces[4]=2;ya.faces[5]=3;ya.vertexBuffer=e.createBuffer();ya.elementBuffer=e.createBuffer();e.bindBuffer(e.ARRAY_BUFFER,ya.vertexBuffer);e.bufferData(e.ARRAY_BUFFER,ya.vertices,e.STATIC_DRAW);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,ya.elementBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,ya.faces,e.STATIC_DRAW);ya.program= -e.createProgram();e.attachShader(ya.program,oa("fragment",THREE.ShaderLib.shadowPost.fragmentShader));e.attachShader(ya.program,oa("vertex",THREE.ShaderLib.shadowPost.vertexShader));e.linkProgram(ya.program);ya.vertexLocation=e.getAttribLocation(ya.program,"position");ya.projectionLocation=e.getUniformLocation(ya.program,"projectionMatrix");ya.darknessLocation=e.getUniformLocation(ya.program,"darkness")}var ia={};ia.vertices=new Float32Array(16);ia.faces=new Uint16Array(6);ia.transparency=0.5;b=0; -ia.vertices[b++]=-1;ia.vertices[b++]=-1;ia.vertices[b++]=0;ia.vertices[b++]=0;ia.vertices[b++]=1;ia.vertices[b++]=-1;ia.vertices[b++]=1;ia.vertices[b++]=0;ia.vertices[b++]=1;ia.vertices[b++]=1;ia.vertices[b++]=1;ia.vertices[b++]=1;ia.vertices[b++]=-1;ia.vertices[b++]=1;ia.vertices[b++]=0;ia.vertices[b++]=1;b=0;ia.faces[b++]=0;ia.faces[b++]=1;ia.faces[b++]=2;ia.faces[b++]=0;ia.faces[b++]=2;ia.faces[b++]=3;ia.vertexBuffer=e.createBuffer();ia.elementBuffer=e.createBuffer();ia.tempTexture=e.createTexture(); -ia.readBackPixels=new Uint8Array(1024);e.bindBuffer(e.ARRAY_BUFFER,ia.vertexBuffer);e.bufferData(e.ARRAY_BUFFER,ia.vertices,e.STATIC_DRAW);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,ia.elementBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,ia.faces,e.STATIC_DRAW);e.bindTexture(e.TEXTURE_2D,ia.tempTexture);e.texImage2D(e.TEXTURE_2D,0,e.RGB,16,16,0,e.RGB,e.UNSIGNED_BYTE,null);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D, -e.TEXTURE_MAG_FILTER,e.NEAREST);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.NEAREST);ia.program=e.createProgram();e.attachShader(ia.program,oa("fragment",THREE.ShaderLib.lensFlare.fragmentShader));e.attachShader(ia.program,oa("vertex",THREE.ShaderLib.lensFlare.vertexShader));e.linkProgram(ia.program);ia.attributes={};ia.uniforms={};ia.attributes.vertex=e.getAttribLocation(ia.program,"position");ia.attributes.uv=e.getAttribLocation(ia.program,"UV");ia.uniforms.map=e.getUniformLocation(ia.program, -"map");ia.uniforms.opacity=e.getUniformLocation(ia.program,"opacity");ia.uniforms.scale=e.getUniformLocation(ia.program,"scale");ia.uniforms.rotation=e.getUniformLocation(ia.program,"rotation");ia.uniforms.screenPosition=e.getUniformLocation(ia.program,"screenPosition");ia.uniforms.renderPink=e.getUniformLocation(ia.program,"renderPink");this.setSize=function(m,A){da.width=m;da.height=A;this.setViewport(0,0,da.width,da.height)};this.setViewport=function(m,A,x,t){la=m;Ga=A;ka=x;na=t;e.viewport(la, -Ga,ka,na)};this.setScissor=function(m,A,x,t){e.scissor(m,A,x,t)};this.enableScissorTest=function(m){m?e.enable(e.SCISSOR_TEST):e.disable(e.SCISSOR_TEST)};this.enableDepthBufferWrite=function(m){qa=m;e.depthMask(m)};this.setClearColorHex=function(m,A){var x=new THREE.Color(m);e.clearColor(x.r,x.g,x.b,A)};this.setClearColor=function(m,A){e.clearColor(m.r,m.g,m.b,A)};this.clear=function(){e.clear(e.COLOR_BUFFER_BIT|e.DEPTH_BUFFER_BIT|e.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(m){ya.darkness= -m};this.initMaterial=function(m,A,x,t){var w,R,F,D;if(m instanceof THREE.MeshDepthMaterial)c(m,THREE.ShaderLib.depth);else if(m instanceof THREE.ShadowVolumeDynamicMaterial)c(m,THREE.ShaderLib.shadowVolumeDynamic);else if(m instanceof THREE.MeshNormalMaterial)c(m,THREE.ShaderLib.normal);else if(m instanceof THREE.MeshBasicMaterial)c(m,THREE.ShaderLib.basic);else if(m instanceof THREE.MeshLambertMaterial)c(m,THREE.ShaderLib.lambert);else if(m instanceof THREE.MeshPhongMaterial)c(m,THREE.ShaderLib.phong); 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+ya.projectionLocation=e.getUniformLocation(ya.program,"projectionMatrix");ya.darknessLocation=e.getUniformLocation(ya.program,"darkness")}var ia={};ia.vertices=new Float32Array(16);ia.faces=new Uint16Array(6);ia.transparency=0.5;b=0;ia.vertices[b++]=-1;ia.vertices[b++]=-1;ia.vertices[b++]=0;ia.vertices[b++]=0;ia.vertices[b++]=1;ia.vertices[b++]=-1;ia.vertices[b++]=1;ia.vertices[b++]=0;ia.vertices[b++]=1;ia.vertices[b++]=1;ia.vertices[b++]=1;ia.vertices[b++]=1;ia.vertices[b++]=-1;ia.vertices[b++]= +1;ia.vertices[b++]=0;ia.vertices[b++]=1;b=0;ia.faces[b++]=0;ia.faces[b++]=1;ia.faces[b++]=2;ia.faces[b++]=0;ia.faces[b++]=2;ia.faces[b++]=3;ia.vertexBuffer=e.createBuffer();ia.elementBuffer=e.createBuffer();ia.tempTexture=e.createTexture();ia.readBackPixels=new Uint8Array(1024);e.bindBuffer(e.ARRAY_BUFFER,ia.vertexBuffer);e.bufferData(e.ARRAY_BUFFER,ia.vertices,e.STATIC_DRAW);e.bindBuffer(e.ELEMENT_ARRAY_BUFFER,ia.elementBuffer);e.bufferData(e.ELEMENT_ARRAY_BUFFER,ia.faces,e.STATIC_DRAW);e.bindTexture(e.TEXTURE_2D, +ia.tempTexture);e.texImage2D(e.TEXTURE_2D,0,e.RGB,16,16,0,e.RGB,e.UNSIGNED_BYTE,null);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.CLAMP_TO_EDGE);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,e.NEAREST);e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,e.NEAREST);ia.program=e.createProgram();e.attachShader(ia.program,oa("fragment",THREE.ShaderLib.lensFlare.fragmentShader));e.attachShader(ia.program,oa("vertex",THREE.ShaderLib.lensFlare.vertexShader)); +e.linkProgram(ia.program);ia.attributes={};ia.uniforms={};ia.attributes.vertex=e.getAttribLocation(ia.program,"position");ia.attributes.uv=e.getAttribLocation(ia.program,"UV");ia.uniforms.map=e.getUniformLocation(ia.program,"map");ia.uniforms.opacity=e.getUniformLocation(ia.program,"opacity");ia.uniforms.scale=e.getUniformLocation(ia.program,"scale");ia.uniforms.rotation=e.getUniformLocation(ia.program,"rotation");ia.uniforms.screenPosition=e.getUniformLocation(ia.program,"screenPosition");ia.uniforms.renderPink= +e.getUniformLocation(ia.program,"renderPink");this.setSize=function(m,A){da.width=m;da.height=A;this.setViewport(0,0,da.width,da.height)};this.setViewport=function(m,A,x,t){la=m;Ga=A;ka=x;na=t;e.viewport(la,Ga,ka,na)};this.setScissor=function(m,A,x,t){e.scissor(m,A,x,t)};this.enableScissorTest=function(m){m?e.enable(e.SCISSOR_TEST):e.disable(e.SCISSOR_TEST)};this.enableDepthBufferWrite=function(m){qa=m;e.depthMask(m)};this.setClearColorHex=function(m,A){var x=new THREE.Color(m);e.clearColor(x.r,x.g, +x.b,A)};this.setClearColor=function(m,A){e.clearColor(m.r,m.g,m.b,A)};this.clear=function(){e.clear(e.COLOR_BUFFER_BIT|e.DEPTH_BUFFER_BIT|e.STENCIL_BUFFER_BIT)};this.setStencilShadowDarkness=function(m){ya.darkness=m};this.initMaterial=function(m,A,x,t){var w,R,F,D;if(m instanceof THREE.MeshDepthMaterial)c(m,THREE.ShaderLib.depth);else if(m instanceof THREE.ShadowVolumeDynamicMaterial)c(m,THREE.ShaderLib.shadowVolumeDynamic);else if(m instanceof THREE.MeshNormalMaterial)c(m,THREE.ShaderLib.normal); +else if(m instanceof THREE.MeshBasicMaterial)c(m,THREE.ShaderLib.basic);else if(m instanceof THREE.MeshLambertMaterial)c(m,THREE.ShaderLib.lambert);else if(m instanceof THREE.MeshPhongMaterial)c(m,THREE.ShaderLib.phong);else if(m instanceof THREE.LineBasicMaterial)c(m,THREE.ShaderLib.basic);else m instanceof THREE.ParticleBasicMaterial&&c(m,THREE.ShaderLib.particle_basic);if(!m.program){var O,E,I,S;O=S=D=0;for(E=A.length;O +0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+x.maxDirLights,"#define MAX_POINT_LIGHTS "+x.maxPointLights,"#define MAX_BONES "+x.maxBones,x.map?"#define USE_MAP":"",x.envMap?"#define USE_ENVMAP":"",x.lightMap?"#define USE_LIGHTMAP":"",x.vertexColors?"#define USE_COLOR":"",x.skinning?"#define USE_SKINNING":"",x.morphTargets?"#define USE_MORPHTARGETS":"",x.sizeAttenuation?"#define USE_SIZEATTENUATION":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nattribute vec2 uv2;\n#ifdef USE_COLOR\nattribute vec3 color;\n#endif\n#ifdef USE_MORPHTARGETS\nattribute vec3 morphTarget0;\nattribute vec3 morphTarget1;\nattribute vec3 morphTarget2;\nattribute vec3 morphTarget3;\nattribute vec3 morphTarget4;\nattribute vec3 morphTarget5;\nattribute vec3 morphTarget6;\nattribute vec3 morphTarget7;\n#endif\n#ifdef USE_SKINNING\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n#endif\n"].join("\n"); e.attachShader(F,oa("fragment",prefix_fragment+D));e.attachShader(F,oa("vertex",prefix_vertex+A));e.linkProgram(F);e.getProgramParameter(F,e.LINK_STATUS)||console.error("Could not initialise shader\nVALIDATE_STATUS: "+e.getProgramParameter(F,e.VALIDATE_STATUS)+", gl error ["+e.getError()+"]");F.uniforms={};F.attributes={};Ca.push({program:F,code:O})}m.program=F;F=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices", "morphTargetInfluences"];for(w in m.uniforms)F.push(w);w=m.program;x=0;for(D=F.length;x=0&&e.enableVertexAttribArray(w.color); w.normal>=0&&e.enableVertexAttribArray(w.normal);w.tangent>=0&&e.enableVertexAttribArray(w.tangent);if(m.skinning&&w.skinVertexA>=0&&w.skinVertexB>=0&&w.skinIndex>=0&&w.skinWeight>=0){e.enableVertexAttribArray(w.skinVertexA);e.enableVertexAttribArray(w.skinVertexB);e.enableVertexAttribArray(w.skinIndex);e.enableVertexAttribArray(w.skinWeight)}for(R in m.attributes)w[R]>=0&&e.enableVertexAttribArray(w[R]);if(m.morphTargets){m.numSupportedMorphTargets=0;if(w.morphTarget0>=0){e.enableVertexAttribArray(w.morphTarget0); @@ -353,17 +353,17 @@ value:0,texture:null},uImageIncrement:{type:"v2",value:new THREE.Vector2(0.00195 film:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},time:{type:"f",value:0},nIntensity:{type:"f",value:0.5},sIntensity:{type:"f",value:0.05},sCount:{type:"f",value:4096},grayscale:{type:"i",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"varying vec2 vUv;\nuniform sampler2D tDiffuse;\nuniform float time;\nuniform bool grayscale;\nuniform float nIntensity;\nuniform float sIntensity;\nuniform float sCount;\nvoid main() {\nvec4 cTextureScreen = texture2D( tDiffuse, vUv );\nfloat x = vUv.x * vUv.y * time * 1000.0;\nx = mod( x, 13.0 ) * mod( x, 123.0 );\nfloat dx = mod( x, 0.01 );\nvec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx * 100.0, 0.0, 1.0 );\nvec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );\ncResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;\ncResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );\nif( grayscale ) {\ncResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );\n}\ngl_FragColor = vec4( cResult, cTextureScreen.a );\n}"}, screen:{uniforms:{tDiffuse:{type:"t",value:0,texture:null},opacity:{type:"f",value:1}},vertexShader:"varying vec2 vUv;\nvoid main() {\nvUv = vec2( uv.x, 1.0 - uv.y );\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}",fragmentShader:"varying vec2 vUv;\nuniform sampler2D tDiffuse;\nuniform float opacity;\nvoid main() {\nvec4 texel = texture2D( tDiffuse, vUv );\ngl_FragColor = opacity * texel;\n}"},basic:{uniforms:{},vertexShader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}", fragmentShader:"void main() {\ngl_FragColor = vec4( 1.0, 0.0, 0.0, 0.5 );\n}"}},buildKernel:function(b){var d,c,f,g,h=2*Math.ceil(b*3)+1;h>25&&(h=25);g=(h-1)*0.5;c=Array(h);for(d=f=0;dthis.heightMax?this.heightMax:this.position.y)-this.heightMin)*this.heightCoef:0;(this.moveForward||this.autoForward)&&this.translateZ(-(this.movementSpeed+this.autoSpeedFactor));this.moveBackward&&this.translateZ(this.movementSpeed);this.moveLeft&&this.translateX(-this.movementSpeed);this.moveRight&&this.translateX(this.movementSpeed); -var c=this.lookSpeed;this.activeLook||(c=0);this.lon+=this.mouseX*c;this.lookVertical&&(this.lat-=this.mouseY*c);this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;c=this.target.position;var f=this.position;c.x=f.x+100*Math.sin(this.phi)*Math.cos(this.theta);c.y=f.y+100*Math.cos(this.phi);c.z=f.z+100*Math.sin(this.phi)*Math.sin(this.theta);this.supr.update.call(this)};this.domElement.addEventListener("contextmenu",function(c){c.preventDefault()}, -!1);this.domElement.addEventListener("mousemove",d(this,this.onMouseMove),!1);this.domElement.addEventListener("mousedown",d(this,this.onMouseDown),!1);this.domElement.addEventListener("mouseup",d(this,this.onMouseUp),!1);this.domElement.addEventListener("keydown",d(this,this.onKeyDown),!1);this.domElement.addEventListener("keyup",d(this,this.onKeyUp),!1)};THREE.QuakeCamera.prototype=new THREE.Camera;THREE.QuakeCamera.prototype.constructor=THREE.QuakeCamera;THREE.QuakeCamera.prototype.supr=THREE.Camera.prototype; -THREE.QuakeCamera.prototype.translate=function(b,d){this.matrix.rotateAxis(d);if(this.noFly)d.y=0;this.position.addSelf(d.multiplyScalar(b));this.target.position.addSelf(d.multiplyScalar(b))}; +this.mouseY=this.mouseX=this.autoSpeedFactor=0;this.moveForward=!1;this.moveBackward=!1;this.moveLeft=!1;this.moveRight=!1;this.freeze=!1;this.mouseDragOn=!1;this.windowHalfX=window.innerWidth/2;this.windowHalfY=window.innerHeight/2;this.onMouseDown=function(c){c.preventDefault();c.stopPropagation();if(this.activeLook)switch(c.button){case 0:this.moveForward=!0;break;case 2:this.moveBackward=!0}this.mouseDragOn=!0};this.onMouseUp=function(c){c.preventDefault();c.stopPropagation();if(this.activeLook)switch(c.button){case 0:this.moveForward= +!1;break;case 2:this.moveBackward=!1}this.mouseDragOn=!1};this.onMouseMove=function(c){this.mouseX=c.clientX-this.windowHalfX;this.mouseY=c.clientY-this.windowHalfY};this.onKeyDown=function(c){switch(c.keyCode){case 38:case 87:this.moveForward=!0;break;case 37:case 65:this.moveLeft=!0;break;case 40:case 83:this.moveBackward=!0;break;case 39:case 68:this.moveRight=!0;break;case 81:this.freeze=!this.freeze}};this.onKeyUp=function(c){switch(c.keyCode){case 38:case 87:this.moveForward=!1;break;case 37:case 65:this.moveLeft= +!1;break;case 40:case 83:this.moveBackward=!1;break;case 39:case 68:this.moveRight=!1}};this.update=function(){if(!this.freeze){this.autoSpeedFactor=this.heightSpeed?((this.position.ythis.heightMax?this.heightMax:this.position.y)-this.heightMin)*this.heightCoef:0;(this.moveForward||this.autoForward)&&this.translateZ(-(this.movementSpeed+this.autoSpeedFactor));this.moveBackward&&this.translateZ(this.movementSpeed);this.moveLeft&&this.translateX(-this.movementSpeed); +this.moveRight&&this.translateX(this.movementSpeed);var c=this.lookSpeed;this.activeLook||(c=0);this.lon+=this.mouseX*c;this.lookVertical&&(this.lat-=this.mouseY*c);this.lat=Math.max(-85,Math.min(85,this.lat));this.phi=(90-this.lat)*Math.PI/180;this.theta=this.lon*Math.PI/180;c=this.target.position;var f=this.position;c.x=f.x+100*Math.sin(this.phi)*Math.cos(this.theta);c.y=f.y+100*Math.cos(this.phi);c.z=f.z+100*Math.sin(this.phi)*Math.sin(this.theta)}this.supr.update.call(this)};this.domElement.addEventListener("contextmenu", +function(c){c.preventDefault()},!1);this.domElement.addEventListener("mousemove",d(this,this.onMouseMove),!1);this.domElement.addEventListener("mousedown",d(this,this.onMouseDown),!1);this.domElement.addEventListener("mouseup",d(this,this.onMouseUp),!1);this.domElement.addEventListener("keydown",d(this,this.onKeyDown),!1);this.domElement.addEventListener("keyup",d(this,this.onKeyUp),!1)};THREE.QuakeCamera.prototype=new THREE.Camera;THREE.QuakeCamera.prototype.constructor=THREE.QuakeCamera; +THREE.QuakeCamera.prototype.supr=THREE.Camera.prototype;THREE.QuakeCamera.prototype.translate=function(b,d){this.matrix.rotateAxis(d);if(this.noFly)d.y=0;this.position.addSelf(d.multiplyScalar(b));this.target.position.addSelf(d.multiplyScalar(b))}; THREE.PathCamera=function(b){function d(p,o,u,y){var v={name:u,fps:0.6,length:y,hierarchy:[]},B,C=o.getControlPointsArray(),G=o.getLength(),H=C.length,U=0;B=H-1;o={parent:-1,keys:[]};o.keys[0]={time:0,pos:C[0],rot:[0,0,0,1],scl:[1,1,1]};o.keys[B]={time:y,pos:C[B],rot:[0,0,0,1],scl:[1,1,1]};for(B=1;B=0?y:y+g;y=this.verticalAngleMap.srcRange;v=this.verticalAngleMap.dstRange; @@ -379,7 +379,7 @@ for(f=b+b/2;f<2*b;f++)k.faces.push(new THREE.Face4(2*b+1,(2*f-2*b+2)%b+b,(2*f-2* var Icosahedron=function(b){function d(u,y,v){var B=Math.sqrt(u*u+y*y+v*v);return g.vertices.push(new THREE.Vertex(new THREE.Vector3(u/B,y/B,v/B)))-1}function c(u,y,v,B){B.faces.push(new THREE.Face3(u,y,v))}function f(u,y){var v=g.vertices[u].position,B=g.vertices[y].position;return d((v.x+B.x)/2,(v.y+B.y)/2,(v.z+B.z)/2)}var g=this,h=new THREE.Geometry,j;this.subdivisions=b||0;THREE.Geometry.call(this);b=(1+Math.sqrt(5))/2;d(-1,b,0);d(1,b,0);d(-1,-b,0);d(1,-b,0);d(0,-1,b);d(0,1,b);d(0,-1,-b);d(0, 1,-b);d(b,0,-1);d(b,0,1);d(-b,0,-1);d(-b,0,1);c(0,11,5,h);c(0,5,1,h);c(0,1,7,h);c(0,7,10,h);c(0,10,11,h);c(1,5,9,h);c(5,11,4,h);c(11,10,2,h);c(10,7,6,h);c(7,1,8,h);c(3,9,4,h);c(3,4,2,h);c(3,2,6,h);c(3,6,8,h);c(3,8,9,h);c(4,9,5,h);c(2,4,11,h);c(6,2,10,h);c(8,6,7,h);c(9,8,1,h);for(b=0;b Date: Sun, 3 Apr 2011 20:42:24 +0200 Subject: [PATCH 2/3] Added .boundTo in custom attributes. If not defined, it assumes that the custom attribute data has the length of vertices (boundTo="vertices"). If boundTo="faces", the custom attribute data has the length of faces.length. If boundTo="faceVertices" the cursom attribute data has the length of: numFace3*3 + numFace4*4. This can be used for setting face colors or vertex colors per face (faces that share vertex can have separate colors). --- src/renderers/WebGLRenderer.js | 192 +++++++++++++++++++++++++++------ 1 file changed, 157 insertions(+), 35 deletions(-) diff --git a/src/renderers/WebGLRenderer.js b/src/renderers/WebGLRenderer.js index 06d37acb..b493dabf 100644 --- a/src/renderers/WebGLRenderer.js +++ b/src/renderers/WebGLRenderer.js @@ -616,6 +616,7 @@ THREE.WebGLRenderer = function ( parameters ) { offset_skin = 0, offset_morphTarget = 0, offset_custom = 0, + offset_customSrc = 0, vertexArray = geometryGroup.__vertexArray, uvArray = geometryGroup.__uvArray, @@ -675,6 +676,7 @@ THREE.WebGLRenderer = function ( parameters ) { for ( a in customAttributes ) { customAttributes[ a ].offset = 0; + customAttributes[ a ].offsetSrc = 0; } @@ -739,20 +741,61 @@ THREE.WebGLRenderer = function ( parameters ) { if ( customAttribute.needsUpdate ) { offset_custom = customAttribute.offset; + offset_customSrc = customAttribute.offsetSrc; if( customAttribute.size === 1 ) { - customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ]; - customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; - customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + + } else if( customAttribute.boundTo === "faces" ) { + + customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ]; + + customAttribute.offsetSrc++; + + } else if( customAttribute.boundTo === "faceVertices" ) { + + customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ]; + + customAttribute.offsetSrc += 3; + + } customAttribute.offset += 3; } else { - v1 = customAttribute.value[ face.a ]; - v2 = customAttribute.value[ face.b ]; - v3 = customAttribute.value[ face.c ]; + if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + + } else if( customAttribute.boundTo === "faces" ) { + + v1 = customAttribute.value[ offset_customSrc ]; + v2 = customAttribute.value[ offset_customSrc ]; + v3 = customAttribute.value[ offset_customSrc ]; + + customAttribute.offsetSrc++; + + } else if( customAttribute.boundTo === "faceVertices" ) { + + v1 = customAttribute.value[ offset_customSrc + 0 ]; + v2 = customAttribute.value[ offset_customSrc + 1 ]; + v3 = customAttribute.value[ offset_customSrc + 2 ]; + + customAttribute.offsetSrc += 3; + } + if( customAttribute.size === 2 ) { @@ -767,15 +810,31 @@ THREE.WebGLRenderer = function ( parameters ) { } else if( customAttribute.size === 3 ) { - customAttribute.array[ offset_custom + 0 ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - customAttribute.array[ offset_custom + 2 ] = v1.z; - customAttribute.array[ offset_custom + 3 ] = v2.x; - customAttribute.array[ offset_custom + 4 ] = v2.y; - customAttribute.array[ offset_custom + 5 ] = v2.z; - customAttribute.array[ offset_custom + 6 ] = v3.x; - customAttribute.array[ offset_custom + 7 ] = v3.y; - customAttribute.array[ offset_custom + 8 ] = v3.z; + if( customAttribute.type === "c" ) { + + customAttribute.array[ offset_custom + 0 ] = v1.r; + customAttribute.array[ offset_custom + 1 ] = v1.g; + customAttribute.array[ offset_custom + 2 ] = v1.b; + customAttribute.array[ offset_custom + 3 ] = v2.r; + customAttribute.array[ offset_custom + 4 ] = v2.g; + customAttribute.array[ offset_custom + 5 ] = v2.b; + customAttribute.array[ offset_custom + 6 ] = v3.r; + customAttribute.array[ offset_custom + 7 ] = v3.g; + customAttribute.array[ offset_custom + 8 ] = v3.b; + + } else { + + customAttribute.array[ offset_custom + 0 ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v2.x; + customAttribute.array[ offset_custom + 4 ] = v2.y; + customAttribute.array[ offset_custom + 5 ] = v2.z; + customAttribute.array[ offset_custom + 6 ] = v3.x; + customAttribute.array[ offset_custom + 7 ] = v3.y; + customAttribute.array[ offset_custom + 8 ] = v3.z; + + } customAttribute.offset += 9; @@ -1105,22 +1164,66 @@ THREE.WebGLRenderer = function ( parameters ) { if ( customAttribute.needsUpdate ) { offset_custom = customAttribute.offset; + offset_customSrc = customAttribute.offsetSrc; if( customAttribute.size === 1 ) { - customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ]; - customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; - customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; - customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.d ]; + if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ face.a ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.d ]; + + } else if( customAttribute.boundTo === "faces" ) { + + customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc ]; + + customAttribute.offsetSrc++; + + } else if( customAttribute.boundTo === "faceVertices" ) { + + customAttribute.array[ offset_custom + 0 ] = customAttribute.value[ offset_customSrc + 0 ]; + customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ offset_customSrc + 1 ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 2 ]; + customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ offset_customSrc + 3 ]; + + customAttribute.offsetSrc += 4; + } customAttribute.offset += 4; } else { - v1 = customAttribute.value[ face.a ]; - v2 = customAttribute.value[ face.b ]; - v3 = customAttribute.value[ face.c ]; - v4 = customAttribute.value[ face.d ]; + if( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) { + + v1 = customAttribute.value[ face.a ]; + v2 = customAttribute.value[ face.b ]; + v3 = customAttribute.value[ face.c ]; + v4 = customAttribute.value[ face.d ]; + + } else if( customAttribute.boundTo === "faces" ) { + + v1 = customAttribute.value[ offset_customSrc ]; + v2 = customAttribute.value[ offset_customSrc ]; + v3 = customAttribute.value[ offset_customSrc ]; + v4 = customAttribute.value[ offset_customSrc ]; + + customAttribute.offsetSrc++; + + } else if( customAttribute.boundTo === "faceVertices" ) { + + v1 = customAttribute.value[ offset_customSrc + 0 ]; + v2 = customAttribute.value[ offset_customSrc + 1 ]; + v3 = customAttribute.value[ offset_customSrc + 2 ]; + v4 = customAttribute.value[ offset_customSrc + 3 ]; + + customAttribute.offsetSrc += 4; + } + if( customAttribute.size === 2 ) { @@ -1137,18 +1240,37 @@ THREE.WebGLRenderer = function ( parameters ) { } else if( customAttribute.size === 3 ) { - customAttribute.array[ offset_custom + 0 ] = v1.x; - customAttribute.array[ offset_custom + 1 ] = v1.y; - customAttribute.array[ offset_custom + 2 ] = v1.z; - customAttribute.array[ offset_custom + 3 ] = v2.x; - customAttribute.array[ offset_custom + 4 ] = v2.y; - customAttribute.array[ offset_custom + 5 ] = v2.z; - customAttribute.array[ offset_custom + 6 ] = v3.x; - customAttribute.array[ offset_custom + 7 ] = v3.y; - customAttribute.array[ offset_custom + 8 ] = v3.z; - customAttribute.array[ offset_custom + 9 ] = v4.x; - customAttribute.array[ offset_custom + 10 ] = v4.y; - customAttribute.array[ offset_custom + 11 ] = v4.z; + if( customAttribute.type === "c" ) { + + customAttribute.array[ offset_custom + 0 ] = v1.r; + customAttribute.array[ offset_custom + 1 ] = v1.g; + customAttribute.array[ offset_custom + 2 ] = v1.b; + customAttribute.array[ offset_custom + 3 ] = v2.r; + customAttribute.array[ offset_custom + 4 ] = v2.g; + customAttribute.array[ offset_custom + 5 ] = v2.b; + customAttribute.array[ offset_custom + 6 ] = v3.r; + customAttribute.array[ offset_custom + 7 ] = v3.g; + customAttribute.array[ offset_custom + 8 ] = v3.b; + customAttribute.array[ offset_custom + 9 ] = v4.r; + customAttribute.array[ offset_custom + 10 ] = v4.g; + customAttribute.array[ offset_custom + 11 ] = v4.b; + + } else { + + customAttribute.array[ offset_custom + 0 ] = v1.x; + customAttribute.array[ offset_custom + 1 ] = v1.y; + customAttribute.array[ offset_custom + 2 ] = v1.z; + customAttribute.array[ offset_custom + 3 ] = v2.x; + customAttribute.array[ offset_custom + 4 ] = v2.y; + customAttribute.array[ offset_custom + 5 ] = v2.z; + customAttribute.array[ offset_custom + 6 ] = v3.x; + customAttribute.array[ offset_custom + 7 ] = v3.y; + customAttribute.array[ offset_custom + 8 ] = v3.z; + customAttribute.array[ offset_custom + 9 ] = v4.x; + customAttribute.array[ offset_custom + 10 ] = v4.y; + customAttribute.array[ offset_custom + 11 ] = v4.z; + + } customAttribute.offset += 12; From 0acad374a17977dec983bfff0e5c3e4fe6b955e7 Mon Sep 17 00:00:00 2001 From: Mikael Emtinger Date: Mon, 4 Apr 2011 00:19:42 +0200 Subject: [PATCH 3/3] Added .fog as parameter (to used for enabeling refreshing and setting of fog uniforms in MeshShaderMateiral) --- build/Three.js | 2 +- src/materials/MeshShaderMaterial.js | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/build/Three.js b/build/Three.js index 27137fcc..bdc9b681 100755 --- a/build/Three.js +++ b/build/Three.js @@ -106,7 +106,7 @@ b.wireframeLinejoin!==undefined?b.wireframeLinejoin:"round";this.vertexColors=b. THREE.MeshDepthMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.shading=b.shading!==undefined?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==undefined?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==undefined?b.wireframeLinewidth:1};THREE.MeshDepthMaterial.prototype=new THREE.Material;THREE.MeshDepthMaterial.prototype.constructor=THREE.MeshDepthMaterial; THREE.MeshNormalMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.shading=b.shading?b.shading:THREE.FlatShading;this.wireframe=b.wireframe?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth?b.wireframeLinewidth:1};THREE.MeshNormalMaterial.prototype=new THREE.Material;THREE.MeshNormalMaterial.prototype.constructor=THREE.MeshNormalMaterial;THREE.MeshFaceMaterial=function(){}; THREE.MeshShaderMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.fragmentShader=b.fragmentShader!==undefined?b.fragmentShader:"void main() {}";this.vertexShader=b.vertexShader!==undefined?b.vertexShader:"void main() {}";this.uniforms=b.uniforms!==undefined?b.uniforms:{};this.attributes=b.attributes;this.shading=b.shading!==undefined?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==undefined?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==undefined?b.wireframeLinewidth: -1;this.lights=b.lights!==undefined?b.lights:!1;this.vertexColors=b.vertexColors!==undefined?b.vertexColors:!1;this.skinning=b.skinning!==undefined?b.skinning:!1;this.morphTargets=b.morphTargets!==undefined?b.morphTargets:!1};THREE.MeshShaderMaterial.prototype=new THREE.Material;THREE.MeshShaderMaterial.prototype.constructor=THREE.MeshShaderMaterial; +1;this.fog=b.fog!==undefined?b.fog:!1;this.lights=b.lights!==undefined?b.lights:!1;this.vertexColors=b.vertexColors!==undefined?b.vertexColors:!1;this.skinning=b.skinning!==undefined?b.skinning:!1;this.morphTargets=b.morphTargets!==undefined?b.morphTargets:!1};THREE.MeshShaderMaterial.prototype=new THREE.Material;THREE.MeshShaderMaterial.prototype.constructor=THREE.MeshShaderMaterial; THREE.ShadowVolumeDynamicMaterial=function(b){THREE.Material.call(this,b);b=b||{};this.color=b.color!==undefined?new THREE.Color(b.color):new THREE.Color(16777215);this.map=b.map!==undefined?b.map:null;this.lightMap=b.lightMap!==undefined?b.lightMap:null;this.envMap=b.envMap!==undefined?b.envMap:null;this.combine=b.combine!==undefined?b.combine:THREE.MultiplyOperation;this.reflectivity=b.reflectivity!==undefined?b.reflectivity:1;this.refractionRatio=b.refractionRatio!==undefined?b.refractionRatio: 0.98;this.shading=b.shading!==undefined?b.shading:THREE.SmoothShading;this.wireframe=b.wireframe!==undefined?b.wireframe:!1;this.wireframeLinewidth=b.wireframeLinewidth!==undefined?b.wireframeLinewidth:1;this.wireframeLinecap=b.wireframeLinecap!==undefined?b.wireframeLinecap:"round";this.wireframeLinejoin=b.wireframeLinejoin!==undefined?b.wireframeLinejoin:"round";this.vertexColors=b.vertexColors!==undefined?b.vertexColors:!1;this.skinning=b.skinning!==undefined?b.skinning:!1;this.morphTargets=b.morphTargets!== undefined?b.morphTargets:!1};THREE.ShadowVolumeDynamicMaterial.prototype=new THREE.Material;THREE.ShadowVolumeDynamicMaterial.prototype.constructor=THREE.ShadowVolumeDynamicMaterial; diff --git a/src/materials/MeshShaderMaterial.js b/src/materials/MeshShaderMaterial.js index 45a572d7..a4f396b6 100644 --- a/src/materials/MeshShaderMaterial.js +++ b/src/materials/MeshShaderMaterial.js @@ -37,6 +37,7 @@ THREE.MeshShaderMaterial = function ( parameters ) { this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; + this.fog = parameters.fog !== undefined ? parameters.fog : false; // set to use scene fog this.lights = parameters.lights !== undefined ? parameters.lights : false; // set to use scene lights this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : false; // set to use "color" attribute stream this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; // set to use skinning attribute streams