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NodeMaterial: Add all MathNode to ShaderNode alphabetically (#23215)

* Add MathNode.ROUND
* add all MathNode to ShaderNode on alphabetical order
sunag 3 年之前
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e0639bf4aa
共有 2 個文件被更改,包括 35 次插入16 次删除
  1. 33 15
      examples/jsm/renderers/nodes/ShaderNode.js
  2. 2 1
      examples/jsm/renderers/nodes/math/MathNode.js

+ 33 - 15
examples/jsm/renderers/nodes/ShaderNode.js

@@ -318,29 +318,47 @@ export const alphaTest = new PropertyNode( 'AlphaTest', 'float' );
 export const specularColor = new PropertyNode( 'SpecularColor', 'color' );
 
 export const abs = ShaderNodeProxy( MathNode, 'abs' );
-export const negate = ShaderNodeProxy( MathNode, 'negate' );
-export const floor = ShaderNodeProxy( MathNode, 'floor' );
-export const mod = ShaderNodeProxy( MathNode, 'mod' );
+export const acos = ShaderNodeProxy( MathNode, 'acos' );
+export const asin = ShaderNodeProxy( MathNode, 'asin' );
+export const atan = ShaderNodeProxy( MathNode, 'atan' );
+export const ceil = ShaderNodeProxy( MathNode, 'ceil' );
+export const clamp = ShaderNodeProxy( MathNode, 'clamp' );
+export const cos = ShaderNodeProxy( MathNode, 'cos' );
 export const cross = ShaderNodeProxy( MathNode, 'cross' );
+export const degrees = ShaderNodeProxy( MathNode, 'degrees' );
+export const dFdx = ShaderNodeProxy( MathNode, 'dFdx' );
+export const dFdy = ShaderNodeProxy( MathNode, 'dFdy' );
+export const distance = ShaderNodeProxy( MathNode, 'distance' );
+export const dot = ShaderNodeProxy( MathNode, 'dot' );
+export const exp = ShaderNodeProxy( MathNode, 'exp' );
+export const exp2 = ShaderNodeProxy( MathNode, 'exp2' );
+export const faceforward = ShaderNodeProxy( MathNode, 'faceforward' );
+export const floor = ShaderNodeProxy( MathNode, 'floor' );
 export const fract = ShaderNodeProxy( MathNode, 'fract' );
-export const round = ShaderNodeProxy( MathNode, 'round' );
+export const invert = ShaderNodeProxy( MathNode, 'invert' );
+export const inversesqrt = ShaderNodeProxy( MathNode, 'inversesqrt' );
+export const length = ShaderNodeProxy( MathNode, 'length' );
+export const log = ShaderNodeProxy( MathNode, 'log' );
+export const log2 = ShaderNodeProxy( MathNode, 'log2' );
 export const max = ShaderNodeProxy( MathNode, 'max' );
 export const min = ShaderNodeProxy( MathNode, 'min' );
-export const sin = ShaderNodeProxy( MathNode, 'sin' );
-export const cos = ShaderNodeProxy( MathNode, 'cos' );
-export const dot = ShaderNodeProxy( MathNode, 'dot' );
+export const mix = ShaderNodeProxy( MathNode, 'mix' );
+export const mod = ShaderNodeProxy( MathNode, 'mod' );
+export const negate = ShaderNodeProxy( MathNode, 'negate' );
 export const normalize = ShaderNodeProxy( MathNode, 'normalize' );
-export const sqrt = ShaderNodeProxy( MathNode, 'sqrt' );
-export const inversesqrt = ShaderNodeProxy( MathNode, 'inversesqrt' );
-export const sign = ShaderNodeProxy( MathNode, 'sign' );
-export const dFdx = ShaderNodeProxy( MathNode, 'dFdx' );
-export const dFdy = ShaderNodeProxy( MathNode, 'dFdy' );
 export const pow = ShaderNodeProxy( MathNode, 'pow' );
 export const pow2 = ShaderNodeProxy( MathNode, 'pow', 2 );
 export const pow3 = ShaderNodeProxy( MathNode, 'pow', 3 );
 export const pow4 = ShaderNodeProxy( MathNode, 'pow', 4 );
-export const exp = ShaderNodeProxy( MathNode, 'exp' );
-export const exp2 = ShaderNodeProxy( MathNode, 'exp2' );
-export const mix = ShaderNodeProxy( MathNode, 'mix' );
+export const radians = ShaderNodeProxy( MathNode, 'radians' );
+export const reflect = ShaderNodeProxy( MathNode, 'reflect' );
+export const refract = ShaderNodeProxy( MathNode, 'refract' );
+export const round = ShaderNodeProxy( MathNode, 'round' );
 export const saturate = ShaderNodeProxy( MathNode, 'saturate' );
+export const sign = ShaderNodeProxy( MathNode, 'sign' );
+export const sin = ShaderNodeProxy( MathNode, 'sin' );
+export const smoothstep = ShaderNodeProxy( MathNode, 'smoothstep' );
+export const sqrt = ShaderNodeProxy( MathNode, 'sqrt' );
+export const step = ShaderNodeProxy( MathNode, 'step' );
+export const tan = ShaderNodeProxy( MathNode, 'tan' );
 export const transformDirection = ShaderNodeProxy( MathNode, 'transformDirection' );

+ 2 - 1
examples/jsm/renderers/nodes/math/MathNode.js

@@ -33,7 +33,8 @@ class MathNode extends TempNode {
 	static INVERT = 'invert';
 	static DFDX = 'dFdx';
 	static DFDY = 'dFdy';
-	static SATURATE = 'saturate'
+	static SATURATE = 'saturate';
+	static ROUND = 'round';
 
 	// 2 inputs