Bladeren bron

Use proper imports instead of using the "THREE" alias internally

Using the THREE alias makes things fail when trying to use three.js
with e.g. webpack which will assign some alias other than "THREE" to
the module.
Björn Steinbrink 8 jaren geleden
bovenliggende
commit
e1ad7e6d97
3 gewijzigde bestanden met toevoegingen van 18 en 8 verwijderingen
  1. 1 0
      src/Three.js
  2. 14 6
      src/lights/RectAreaLightShadow.js
  3. 3 2
      src/renderers/WebGLRenderer.js

+ 1 - 0
src/Three.js

@@ -50,6 +50,7 @@ export { AudioLoader } from './loaders/AudioLoader.js';
 export { SpotLightShadow } from './lights/SpotLightShadow.js';
 export { SpotLight } from './lights/SpotLight.js';
 export { PointLight } from './lights/PointLight.js';
+export { RectAreaLightShadow } from './lights/RectAreaLightShadow.js';
 export { RectAreaLight } from './lights/RectAreaLight.js';
 export { HemisphereLight } from './lights/HemisphereLight.js';
 export { DirectionalLightShadow } from './lights/DirectionalLightShadow.js';

+ 14 - 6
src/lights/RectAreaLightShadow.js

@@ -1,18 +1,26 @@
+import { LightShadow } from './LightShadow';
+import { PerspectiveCamera } from '../cameras/PerspectiveCamera';
+
 /**
  * @author aallison / http://github.com/abelnation
  */
 
-THREE.RectAreaLightShadow = function () {
+function RectAreaLightShadow() {
 
-	THREE.LightShadow.call( this, new THREE.PerspectiveCamera( 50, 1, 0.5, 500 ) );
+	LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );
 
 };
 
-THREE.RectAreaLightShadow.prototype = Object.create( THREE.LightShadow.prototype );
-THREE.RectAreaLightShadow.prototype.constructor = THREE.RectAreaLightShadow;
+RectAreaLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
+
+	constructor: RectAreaLightShadow,
 
-THREE.RectAreaLightShadow.prototype.update = function ( light ) {
+	update: function ( light ) {
 
 	// TODO (abelnation): implement
 
-};
+	}
+
+});
+
+export { RectAreaLightShadow };

+ 3 - 2
src/renderers/WebGLRenderer.js

@@ -3,6 +3,7 @@ import { _Math } from '../math/Math';
 import { Matrix4 } from '../math/Matrix4';
 import { DataTexture } from '../textures/DataTexture';
 import { WebGLUniforms } from './webgl/WebGLUniforms';
+import { UniformsLib } from './shaders/UniformsLib';
 import { UniformsUtils } from './shaders/UniformsUtils';
 import { ShaderLib } from './shaders/ShaderLib';
 import { LensFlarePlugin } from './webgl/plugins/LensFlarePlugin';
@@ -1959,8 +1960,8 @@ function WebGLRenderer( parameters ) {
 			// RectAreaLight Texture
 			// TODO (mrdoob): Find a nicer implementation
 
-			if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = THREE.UniformsLib.LTC_MAT_TEXTURE;
-			if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = THREE.UniformsLib.LTC_MAG_TEXTURE;
+			if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = UniformsLib.LTC_MAT_TEXTURE;
+			if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = UniformsLib.LTC_MAG_TEXTURE;
 
 			WebGLUniforms.upload(
 				_gl, materialProperties.uniformsList, m_uniforms, _this );