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Refactored bump mapping handling so that it's possible to have bump map without color map.

alteredq пре 13 година
родитељ
комит
ae7e147f4e

Разлика између датотеке није приказан због своје велике величине
+ 88 - 88
build/Three.js


Разлика између датотеке није приказан због своје велике величине
+ 59 - 58
build/custom/ThreeWebGL.js


+ 3 - 5
examples/webgl_materials_bumpmap.html

@@ -150,15 +150,13 @@
 
 
 				var mapHeight = THREE.ImageUtils.loadTexture( "obj/leeperrysmith/Infinite-Level_02_Disp_NoSmoothUV-4096.jpg" );
-				var mapDummy = THREE.ImageUtils.generateDataTexture( 1, 1, new THREE.Color( 0xffffff ) );
 
 				mapHeight.anisotropy = 16;
-
-				mapDummy.repeat.set( 0.998, 0.998 );
-				mapDummy.offset.set( 0.001, 0.001 )
+				mapHeight.repeat.set( 0.998, 0.998 );
+				mapHeight.offset.set( 0.001, 0.001 )
 				mapHeight.wrapS = mapHeight.wrapT = THREE.RepeatWrapping;
 
-				var material = new THREE.MeshPhongMaterial( { ambient: 0x555555, color: 0x555555, specular: 0x333333, shininess: 25, perPixel: true, map: mapDummy, bumpMap: mapHeight, bumpScale: 19, metal: false } );
+				var material = new THREE.MeshPhongMaterial( { ambient: 0x555555, color: 0x555555, specular: 0x333333, shininess: 25, perPixel: true, bumpMap: mapHeight, bumpScale: 19, metal: false } );
 
 				loader = new THREE.JSONLoader( true );
 				document.body.appendChild( loader.statusDomElement );

+ 26 - 1
src/renderers/WebGLRenderer.js

@@ -5000,6 +5000,12 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 			uniforms.bumpScale.value = material.bumpScale;
 
+			if ( ! material.map ) {
+
+				uniforms.offsetRepeat.value.set( material.bumpMap.offset.x, material.bumpMap.offset.y, material.bumpMap.repeat.x, material.bumpMap.repeat.y );
+
+			}
+
 		}
 
 		uniforms.envMap.texture = material.envMap;
@@ -5926,6 +5932,8 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 			"precision " + _precision + " float;",
 
+			parameters.bumpMap ? "#extension GL_OES_standard_derivatives : enable" : "",
+
 			"#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
 			"#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
 			"#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
@@ -6084,6 +6092,23 @@ THREE.WebGLRenderer = function ( parameters ) {
 
 	};
 
+	function addLineNumbers ( string ) {
+
+		var chunks = string.split( "\n" );
+
+		for ( var i = 0, il = chunks.length; i < il; i ++ ) {
+
+			// Chrome reports shader errors on lines
+			// starting counting from 1
+
+			chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
+
+		}
+
+		return chunks.join( "\n" );
+
+	};
+
 	function getShader ( type, string ) {
 
 		var shader;
@@ -6104,7 +6129,7 @@ THREE.WebGLRenderer = function ( parameters ) {
 		if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
 
 			console.error( _gl.getShaderInfoLog( shader ) );
-			console.error( string );
+			console.error( addLineNumbers( string ) );
 			return null;
 
 		}

+ 9 - 6
src/renderers/WebGLShaders.js

@@ -166,7 +166,7 @@ THREE.ShaderChunk = {
 
 	map_pars_vertex: [
 
-		"#ifdef USE_MAP",
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP )",
 
 			"varying vec2 vUv;",
 			"uniform vec4 offsetRepeat;",
@@ -177,18 +177,23 @@ THREE.ShaderChunk = {
 
 	map_pars_fragment: [
 
-		"#ifdef USE_MAP",
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP )",
 
 			"varying vec2 vUv;",
+
+		"#endif",
+
+		"#ifdef USE_MAP",
+
 			"uniform sampler2D map;",
 
-		"#endif"
+		"#endif",
 
 	].join("\n"),
 
 	map_vertex: [
 
-		"#ifdef USE_MAP",
+		"#if defined( USE_MAP ) || defined( USE_BUMPMAP )",
 
 			"vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
 
@@ -266,8 +271,6 @@ THREE.ShaderChunk = {
 
 		"#ifdef USE_BUMPMAP",
 
-			"#extension GL_OES_standard_derivatives : enable",
-
 			"uniform sampler2D bumpMap;",
 			"uniform float bumpScale;",
 

Неке датотеке нису приказане због велике количине промена