فهرست منبع

Renamed MeshStandardMaterial to MeshPhysicalMaterial. See #7381.

Mr.doob 9 سال پیش
والد
کامیت
91d6c8d1ab

+ 5 - 5
src/materials/MeshStandardMaterial.js → src/materials/MeshPhysicalMaterial.js

@@ -59,11 +59,11 @@
  * }
  */
 
-THREE.MeshStandardMaterial = function ( parameters ) {
+THREE.MeshPhysicalMaterial = function ( parameters ) {
 
 	THREE.Material.call( this );
 
-	this.type = 'MeshStandardMaterial';
+	this.type = 'MeshPhysicalMaterial';
 
 	this.color = new THREE.Color( 0xffffff ); // diffuse
 	this.roughness = 0.5;
@@ -124,10 +124,10 @@ THREE.MeshStandardMaterial = function ( parameters ) {
 
 };
 
-THREE.MeshStandardMaterial.prototype = Object.create( THREE.Material.prototype );
-THREE.MeshStandardMaterial.prototype.constructor = THREE.MeshStandardMaterial;
+THREE.MeshPhysicalMaterial.prototype = Object.create( THREE.Material.prototype );
+THREE.MeshPhysicalMaterial.prototype.constructor = THREE.MeshPhysicalMaterial;
 
-THREE.MeshStandardMaterial.prototype.copy = function ( source ) {
+THREE.MeshPhysicalMaterial.prototype.copy = function ( source ) {
 
 	THREE.Material.prototype.copy.call( this, source );
 

+ 6 - 6
src/renderers/WebGLRenderer.js

@@ -637,7 +637,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 			_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );
 
-			if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) {
+			if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshPhysicalMaterial' && material.shading === THREE.FlatShading ) {
 
 				for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {
 
@@ -1573,7 +1573,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 			if ( material instanceof THREE.ShaderMaterial ||
 				 material instanceof THREE.MeshPhongMaterial ||
-				 material instanceof THREE.MeshStandardMaterial ||
+				 material instanceof THREE.MeshPhysicalMaterial ||
 				 material.envMap ) {
 
 				if ( p_uniforms.cameraPosition !== undefined ) {
@@ -1588,7 +1588,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 			if ( material instanceof THREE.MeshPhongMaterial ||
 				 material instanceof THREE.MeshLambertMaterial ||
 				 material instanceof THREE.MeshBasicMaterial ||
-				 material instanceof THREE.MeshStandardMaterial ||
+				 material instanceof THREE.MeshPhysicalMaterial ||
 				 material instanceof THREE.ShaderMaterial ||
 				 material.skinning ) {
 
@@ -1667,7 +1667,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 			if ( material instanceof THREE.MeshPhongMaterial ||
 				 material instanceof THREE.MeshLambertMaterial ||
-				 material instanceof THREE.MeshStandardMaterial ||
+				 material instanceof THREE.MeshPhysicalMaterial ||
 				 material.lights ) {
 
 				if ( _lightsNeedUpdate ) {
@@ -1694,7 +1694,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 			if ( material instanceof THREE.MeshBasicMaterial ||
 				 material instanceof THREE.MeshLambertMaterial ||
 				 material instanceof THREE.MeshPhongMaterial ||
-				 material instanceof THREE.MeshStandardMaterial ) {
+				 material instanceof THREE.MeshPhysicalMaterial ) {
 
 				refreshUniformsCommon( m_uniforms, material );
 
@@ -1719,7 +1719,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 				refreshUniformsPhong( m_uniforms, material );
 
-			} else if ( material instanceof THREE.MeshStandardMaterial ) {
+			} else if ( material instanceof THREE.MeshPhysicalMaterial ) {
 
 				refreshUniformsStandard( m_uniforms, material );
 

+ 1 - 1
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl

@@ -8,7 +8,7 @@
 	#endif
 	uniform float flipEnvMap;
 
-	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )
+	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )
 
 		uniform float refractionRatio;
 

+ 1 - 1
src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl

@@ -1,4 +1,4 @@
-#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )
+#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( PHYSICAL )
 
 	varying vec3 vReflect;
 

+ 0 - 0
src/renderers/shaders/ShaderChunk/envmap_standard_fragment.glsl → src/renderers/shaders/ShaderChunk/envmap_physical_fragment.glsl


+ 1 - 1
src/renderers/shaders/ShaderChunk/envmap_vertex.glsl

@@ -1,4 +1,4 @@
-#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )
+#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( PHYSICAL )
 
 	vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );
 

+ 0 - 0
src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl → src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl


+ 1 - 1
src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl

@@ -1,4 +1,4 @@
-#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( STANDARD ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )
+#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )
 
 	#ifdef USE_SKINNING
 

+ 6 - 6
src/renderers/shaders/ShaderLib.js

@@ -409,7 +409,7 @@ THREE.ShaderLib = {
 
 	},
 
-	'standard': {
+	'physical': {
 
 		uniforms: THREE.UniformsUtils.merge( [
 
@@ -438,7 +438,7 @@ THREE.ShaderLib = {
 
 		vertexShader: [
 
-			"#define STANDARD",
+			"#define PHYSICAL",
 
 			"varying vec3 vViewPosition;",
 
@@ -461,7 +461,7 @@ THREE.ShaderLib = {
 			THREE.ShaderChunk[ "specularmap_pars_fragment" ],
 			THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
 
-			"void main() {", // STANDARD
+			"void main() {", // PHYSICAL
 
 				THREE.ShaderChunk[ "uv_vertex" ],
 				THREE.ShaderChunk[ "uv2_vertex" ],
@@ -499,7 +499,7 @@ THREE.ShaderLib = {
 
 		fragmentShader: [
 
-			"#define STANDARD",
+			"#define PHYSICAL",
 
 			"uniform vec3 diffuse;",
 			"uniform vec3 emissive;",
@@ -552,7 +552,7 @@ THREE.ShaderLib = {
 				THREE.ShaderChunk[ "aomap_fragment" ],
 				THREE.ShaderChunk[ "emissivemap_fragment" ],
 
-				THREE.ShaderChunk[ "lights_standard_fragment" ],
+				THREE.ShaderChunk[ "lights_physical_fragment" ],
 				THREE.ShaderChunk[ "shadowmap_fragment" ],
 
 				"totalDiffuseLight *= shadowMask;",
@@ -560,7 +560,7 @@ THREE.ShaderLib = {
 
 				"outgoingLight += diffuseColor.rgb * ( totalDiffuseLight + totalAmbientLight ) + totalSpecularLight + totalEmissiveLight;",
 
-				THREE.ShaderChunk[ "envmap_standard_fragment" ],
+				THREE.ShaderChunk[ "envmap_physical_fragment" ],
 
 				THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
 

+ 1 - 1
src/renderers/webgl/WebGLPrograms.js

@@ -8,7 +8,7 @@ THREE.WebGLPrograms = function ( renderer, capabilities ) {
 		MeshBasicMaterial: 'basic',
 		MeshLambertMaterial: 'lambert',
 		MeshPhongMaterial: 'phong',
-		MeshStandardMaterial: 'standard',
+		MeshPhysicalMaterial: 'physical',
 		LineBasicMaterial: 'basic',
 		LineDashedMaterial: 'dashed',
 		PointsMaterial: 'points'

+ 4 - 4
utils/build/includes/common.json

@@ -66,7 +66,7 @@
 	"src/loaders/MaterialLoader.js",
 	"src/loaders/ObjectLoader.js",
 	"src/loaders/TextureLoader.js",
-	"src/loaders/CubeTextureLoader.js",	
+	"src/loaders/CubeTextureLoader.js",
 	"src/loaders/BinaryTextureLoader.js",
 	"src/loaders/CompressedTextureLoader.js",
 	"src/materials/Material.js",
@@ -75,7 +75,7 @@
 	"src/materials/MeshBasicMaterial.js",
 	"src/materials/MeshLambertMaterial.js",
 	"src/materials/MeshPhongMaterial.js",
-	"src/materials/MeshStandardMaterial.js",
+	"src/materials/MeshPhysicalMaterial.js",
 	"src/materials/MeshDepthMaterial.js",
 	"src/materials/MeshNormalMaterial.js",
 	"src/materials/MultiMaterial.js",
@@ -125,7 +125,7 @@
 	"src/renderers/shaders/ShaderChunk/envmap_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl",
-	"src/renderers/shaders/ShaderChunk/envmap_standard_fragment.glsl",
+	"src/renderers/shaders/ShaderChunk/envmap_physical_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/envmap_vertex.glsl",
 	"src/renderers/shaders/ShaderChunk/fog_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl",
@@ -138,7 +138,7 @@
 	"src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl",
 	"src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl",
-	"src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl",
+	"src/renderers/shaders/ShaderChunk/lights_physical_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl",
 	"src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl",