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Remove SphericalReflectionMapping

WestLangley 5 роки тому
батько
коміт
db2af928a0

+ 0 - 5
docs/api/en/constants/Textures.html

@@ -17,7 +17,6 @@
 		THREE.CubeRefractionMapping
 		THREE.EquirectangularReflectionMapping
 		THREE.EquirectangularRefractionMapping
-		THREE.SphericalReflectionMapping
 		THREE.CubeUVReflectionMapping
 		THREE.CubeUVRefractionMapping
 		</code>
@@ -38,10 +37,6 @@
 		vertical axis, with the top and bottom edges of the image corresponding to the north and south poles
 		of a mapped sphere.<br /><br />
 
-		[page:Constant SphericalReflectionMapping] is for use with a spherical reflection map such as may be obtained
-		by cropping a photograph of a mirrored ball.  Sphere maps will be rendered "facing" the camera, irrespective
-		of the position of the camera relative to the cubemapped object or surface.<br /><br />
-
 		See the [example:webgl_materials_envmaps materials / envmaps] example.
 		</p>
 

+ 0 - 4
docs/api/zh/constants/Textures.html

@@ -19,7 +19,6 @@
 		THREE.CubeRefractionMapping
 		THREE.EquirectangularReflectionMapping
 		THREE.EquirectangularRefractionMapping
-		THREE.SphericalReflectionMapping
 		THREE.CubeUVReflectionMapping
 		THREE.CubeUVRefractionMapping
 		</code>
@@ -38,9 +37,6 @@
 		用于等距圆柱投影的环境贴图,也被叫做经纬线映射贴图。等距圆柱投影贴图表示沿着其水平中线360°的视角,以及沿着其垂直轴向180°的视角。贴图顶部和底部的边缘分别对应于它所映射的球体的北极和南极。
 		<br /><br />
 
-		[page:Constant SphericalReflectionMapping] 用球形反射贴图,例如它可以通过剪裁镜面球的照片来获得。
-		无论摄像机相对于立方贴图对象或者表面的位置时怎样的,球形贴图被渲染时将会“面朝”摄像机。<br /><br />
-
 		请查看示例:[example:webgl_materials_envmaps materials / envmaps] 。
 	</p>
 

+ 1 - 1
editor/js/Sidebar.Material.js

@@ -427,7 +427,7 @@ var SidebarMaterial = function ( editor ) {
 
 	var materialEnvMapRow = new UIRow();
 	var materialEnvMapEnabled = new UICheckbox( false ).onChange( update );
-	var materialEnvMap = new UITexture( THREE.SphericalReflectionMapping ).onChange( updateMaterial );
+	var materialEnvMap = new UITexture( THREE.EquirectangularReflectionMapping ).onChange( updateMaterial );
 	var materialReflectivity = new UINumber( 1 ).setWidth( '30px' ).onChange( update );
 
 	materialEnvMapRow.add( new UIText( strings.getKey( 'sidebar/material/envmap' ) ).setWidth( '90px' ) );

+ 0 - 1
examples/jsm/loaders/MMDLoader.js

@@ -55,7 +55,6 @@ import {
 	RepeatWrapping,
 	Skeleton,
 	SkinnedMesh,
-	SphericalReflectionMapping,
 	SrcAlphaFactor,
 	TextureLoader,
 	Uint16BufferAttribute,

BIN
examples/textures/metal.jpg


+ 1 - 13
examples/webgl_materials_envmaps.html

@@ -23,7 +23,7 @@
 
 			var controls, camera, scene, renderer;
 			var cameraCube, sceneCube;
-			var textureEquirec, textureCube, textureSphere;
+			var textureEquirec, textureCube;
 			var cubeMesh, sphereMesh;
 			var sphereMaterial;
 
@@ -64,10 +64,6 @@
 				textureEquirec.mapping = THREE.EquirectangularReflectionMapping;
 				textureEquirec.encoding = THREE.sRGBEncoding;
 
-				textureSphere = textureLoader.load( 'textures/metal.jpg' );
-				textureSphere.mapping = THREE.SphericalReflectionMapping;
-				textureSphere.encoding = THREE.sRGBEncoding;
-
 				// Materials
 
 				var equirectShader = THREE.ShaderLib[ 'equirect' ];
@@ -152,13 +148,6 @@
 						sphereMaterial.envMap = textureEquirec;
 						sphereMaterial.needsUpdate = true;
 
-					},
-					Spherical: function () {
-
-						cubeMesh.visible = false;
-						sphereMaterial.envMap = textureSphere;
-						sphereMaterial.needsUpdate = true;
-
 					},
 					Refraction: false
 				};
@@ -166,7 +155,6 @@
 				var gui = new GUI();
 				gui.add( params, 'Cube' );
 				gui.add( params, 'Equirectangular' );
-				gui.add( params, 'Spherical' );
 				gui.add( params, 'Refraction' ).onChange( function ( value ) {
 
 					if ( value ) {

+ 0 - 16
examples/webgl_materials_envmaps_parallax.html

@@ -189,22 +189,6 @@
 
 						envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
 
-					#elif defined( ENVMAP_TYPE_SPHERE )
-
-						vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );
-
-						#ifdef TEXTURE_LOD_EXT
-
-							vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );
-
-						#else
-
-							vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );
-
-						#endif
-
-						envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
-
 					#endif
 
 					return envMapColor.rgb * envMapIntensity;

+ 0 - 1
src/constants.d.ts

@@ -118,7 +118,6 @@ export const CubeReflectionMapping: Mapping;
 export const CubeRefractionMapping: Mapping;
 export const EquirectangularReflectionMapping: Mapping;
 export const EquirectangularRefractionMapping: Mapping;
-export const SphericalReflectionMapping: Mapping;
 export const CubeUVReflectionMapping: Mapping;
 export const CubeUVRefractionMapping: Mapping;
 

+ 0 - 1
src/constants.js

@@ -61,7 +61,6 @@ export const CubeReflectionMapping = 301;
 export const CubeRefractionMapping = 302;
 export const EquirectangularReflectionMapping = 303;
 export const EquirectangularRefractionMapping = 304;
-export const SphericalReflectionMapping = 305;
 export const CubeUVReflectionMapping = 306;
 export const CubeUVRefractionMapping = 307;
 export const RepeatWrapping = 1000;

+ 0 - 2
src/loaders/ObjectLoader.js

@@ -4,7 +4,6 @@ import {
 	CubeRefractionMapping,
 	EquirectangularReflectionMapping,
 	EquirectangularRefractionMapping,
-	SphericalReflectionMapping,
 	CubeUVReflectionMapping,
 	CubeUVRefractionMapping,
 
@@ -986,7 +985,6 @@ const TEXTURE_MAPPING = {
 	CubeRefractionMapping: CubeRefractionMapping,
 	EquirectangularReflectionMapping: EquirectangularReflectionMapping,
 	EquirectangularRefractionMapping: EquirectangularRefractionMapping,
-	SphericalReflectionMapping: SphericalReflectionMapping,
 	CubeUVReflectionMapping: CubeUVReflectionMapping,
 	CubeUVRefractionMapping: CubeUVRefractionMapping
 };

+ 0 - 8
src/renderers/shaders/ShaderChunk/envmap_fragment.glsl.js

@@ -50,14 +50,6 @@ export default /* glsl */`
 
 		vec4 envColor = texture2D( envMap, sampleUV );
 
-	#elif defined( ENVMAP_TYPE_SPHERE )
-
-		reflectVec = normalize( reflectVec );
-
-		vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );
-
-		vec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );
-
 	#else
 
 		vec4 envColor = vec4( 0.0 );

+ 0 - 16
src/renderers/shaders/ShaderChunk/envmap_physical_pars_fragment.glsl.js

@@ -111,22 +111,6 @@ export default /* glsl */`
 
 			envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
 
-		#elif defined( ENVMAP_TYPE_SPHERE )
-
-			vec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );
-
-			#ifdef TEXTURE_LOD_EXT
-
-				vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );
-
-			#else
-
-				vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );
-
-			#endif
-
-			envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;
-
 		#endif
 
 		return envMapColor.rgb * envMapIntensity;

+ 1 - 5
src/renderers/webgl/WebGLProgram.js

@@ -5,7 +5,7 @@
 import { WebGLUniforms } from './WebGLUniforms.js';
 import { WebGLShader } from './WebGLShader.js';
 import { ShaderChunk } from '../shaders/ShaderChunk.js';
-import { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, EquirectangularRefractionMapping, CubeRefractionMapping, SphericalReflectionMapping, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, Uncharted2ToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, LogLuvEncoding } from '../../constants.js';
+import { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, EquirectangularRefractionMapping, CubeRefractionMapping, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, Uncharted2ToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, LogLuvEncoding } from '../../constants.js';
 
 let programIdCount = 0;
 
@@ -324,10 +324,6 @@ function generateEnvMapTypeDefine( parameters ) {
 				envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
 				break;
 
-			case SphericalReflectionMapping:
-				envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
-				break;
-
 		}
 
 	}

+ 0 - 1
test/unit/src/constants.tests.js

@@ -68,7 +68,6 @@ export default QUnit.module( 'Constants', () => {
 		assert.equal( Constants.CubeRefractionMapping, 302, 'CubeRefractionMapping is equal to 302' );
 		assert.equal( Constants.EquirectangularReflectionMapping, 303, 'EquirectangularReflectionMapping is equal to 303' );
 		assert.equal( Constants.EquirectangularRefractionMapping, 304, 'EquirectangularRefractionMapping is equal to 304' );
-		assert.equal( Constants.SphericalReflectionMapping, 305, 'SphericalReflectionMapping is equal to 305' );
 		assert.equal( Constants.CubeUVReflectionMapping, 306, 'CubeUVReflectionMapping is equal to 306' );
 		assert.equal( Constants.CubeUVRefractionMapping, 307, 'CubeUVRefractionMapping is equal to 307' );
 		assert.equal( Constants.RepeatWrapping, 1000, 'RepeatWrapping is equal to 1000' );