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@@ -25,22 +25,22 @@
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this.res = res;
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this.lightMapContainers = [];
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this.compiled = false;
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- this.scene = new THREE.THREE.THREE.Scene();
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+ this.scene = new THREE.Scene();
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this.scene.background = null;
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- this.tinyTarget = new THREE.THREE.THREE.WebGLRenderTarget( 1, 1 );
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+ this.tinyTarget = new THREE.WebGLRenderTarget( 1, 1 );
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this.buffer1Active = false;
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this.firstUpdate = true;
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this.warned = false; // Create the Progressive LightMap Texture
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- const format = /(Android|iPad|iPhone|iPod)/g.test( navigator.userAgent ) ? THREE.THREE.THREE.HalfFloatType : THREE.THREE.THREE.FloatType;
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- this.progressiveLightMap1 = new THREE.THREE.THREE.WebGLRenderTarget( this.res, this.res, {
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+ const format = /(Android|iPad|iPhone|iPod)/g.test( navigator.userAgent ) ? THREE.HalfFloatType : THREE.FloatType;
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+ this.progressiveLightMap1 = new THREE.WebGLRenderTarget( this.res, this.res, {
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type: format
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} );
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- this.progressiveLightMap2 = new THREE.THREE.THREE.WebGLRenderTarget( this.res, this.res, {
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+ this.progressiveLightMap2 = new THREE.WebGLRenderTarget( this.res, this.res, {
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type: format
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} ); // Inject some spicy new logic into a standard phong material
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- this.uvMat = new THREE.THREE.THREE.MeshPhongMaterial();
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+ this.uvMat = new THREE.MeshPhongMaterial();
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this.uvMat.uniforms = {};
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this.uvMat.onBeforeCompile = shader => {
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@@ -243,12 +243,12 @@
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if ( this.labelMesh == null ) {
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- this.labelMaterial = new THREE.THREE.THREE.MeshBasicMaterial( {
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+ this.labelMaterial = new THREE.MeshBasicMaterial( {
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map: this.progressiveLightMap1.texture,
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- side: THREE.THREE.THREE.DoubleSide
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+ side: THREE.DoubleSide
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} );
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- this.labelPlane = new THREE.THREE.THREE.PlaneGeometry( 100, 100 );
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- this.labelMesh = new THREE.THREE.THREE.Mesh( this.labelPlane, this.labelMaterial );
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+ this.labelPlane = new THREE.PlaneGeometry( 100, 100 );
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+ this.labelMesh = new THREE.Mesh( this.labelPlane, this.labelMaterial );
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this.labelMesh.position.y = 250;
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this.lightMapContainers[ 0 ].object.parent.add( this.labelMesh );
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@@ -272,7 +272,7 @@
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_initializeBlurPlane( res, lightMap = null ) {
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- const blurMaterial = new THREE.THREE.THREE.MeshBasicMaterial();
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+ const blurMaterial = new THREE.MeshBasicMaterial();
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blurMaterial.uniforms = {
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previousShadowMap: {
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value: null
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@@ -315,7 +315,7 @@
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};
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- this.blurringPlane = new THREE.THREE.THREE.Mesh( new THREE.THREE.THREE.PlaneBufferGeometry( 1, 1 ), blurMaterial );
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+ this.blurringPlane = new THREE.Mesh( new THREE.PlaneBufferGeometry( 1, 1 ), blurMaterial );
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this.blurringPlane.name = 'Blurring Plane';
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this.blurringPlane.frustumCulled = false;
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this.blurringPlane.renderOrder = 0;
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@@ -326,6 +326,6 @@
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}
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- THREE.THREE.THREE.ProgressiveLightMap = ProgressiveLightMap;
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+ THREE.ProgressiveLightMap = ProgressiveLightMap;
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} )();
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