Kaynağa Gözat

Fixing a bug with glossiness computation

David Catuhe 10 yıl önce
ebeveyn
işleme
e995b6c99d

+ 171 - 171
dist/preview release - beta/babylon.2.2.d.ts

@@ -1165,6 +1165,158 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class Animatable {
+        target: any;
+        fromFrame: number;
+        toFrame: number;
+        loopAnimation: boolean;
+        speedRatio: number;
+        onAnimationEnd: any;
+        private _localDelayOffset;
+        private _pausedDelay;
+        private _animations;
+        private _paused;
+        private _scene;
+        animationStarted: boolean;
+        constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
+        appendAnimations(target: any, animations: Animation[]): void;
+        getAnimationByTargetProperty(property: string): Animation;
+        reset(): void;
+        pause(): void;
+        restart(): void;
+        stop(): void;
+        _animate(delay: number): boolean;
+    }
+}
+
+declare module BABYLON {
+    class Animation {
+        name: string;
+        targetProperty: string;
+        framePerSecond: number;
+        dataType: number;
+        loopMode: number;
+        private _keys;
+        private _offsetsCache;
+        private _highLimitsCache;
+        private _stopped;
+        _target: any;
+        private _easingFunction;
+        targetPropertyPath: string[];
+        currentFrame: number;
+        allowMatricesInterpolation: boolean;
+        static CreateAndStartAnimation(name: string, mesh: AbstractMesh, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Animatable;
+        constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
+        reset(): void;
+        isStopped(): boolean;
+        getKeys(): any[];
+        getEasingFunction(): IEasingFunction;
+        setEasingFunction(easingFunction: EasingFunction): void;
+        floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
+        quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
+        vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
+        vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
+        color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
+        matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number): Matrix;
+        clone(): Animation;
+        setKeys(values: Array<any>): void;
+        private _getKeyValue(value);
+        private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
+        animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
+        private static _ANIMATIONTYPE_FLOAT;
+        private static _ANIMATIONTYPE_VECTOR3;
+        private static _ANIMATIONTYPE_QUATERNION;
+        private static _ANIMATIONTYPE_MATRIX;
+        private static _ANIMATIONTYPE_COLOR3;
+        private static _ANIMATIONTYPE_VECTOR2;
+        private static _ANIMATIONLOOPMODE_RELATIVE;
+        private static _ANIMATIONLOOPMODE_CYCLE;
+        private static _ANIMATIONLOOPMODE_CONSTANT;
+        static ANIMATIONTYPE_FLOAT: number;
+        static ANIMATIONTYPE_VECTOR3: number;
+        static ANIMATIONTYPE_VECTOR2: number;
+        static ANIMATIONTYPE_QUATERNION: number;
+        static ANIMATIONTYPE_MATRIX: number;
+        static ANIMATIONTYPE_COLOR3: number;
+        static ANIMATIONLOOPMODE_RELATIVE: number;
+        static ANIMATIONLOOPMODE_CYCLE: number;
+        static ANIMATIONLOOPMODE_CONSTANT: number;
+    }
+}
+
+declare module BABYLON {
+    interface IEasingFunction {
+        ease(gradient: number): number;
+    }
+    class EasingFunction implements IEasingFunction {
+        private static _EASINGMODE_EASEIN;
+        private static _EASINGMODE_EASEOUT;
+        private static _EASINGMODE_EASEINOUT;
+        static EASINGMODE_EASEIN: number;
+        static EASINGMODE_EASEOUT: number;
+        static EASINGMODE_EASEINOUT: number;
+        private _easingMode;
+        setEasingMode(easingMode: number): void;
+        getEasingMode(): number;
+        easeInCore(gradient: number): number;
+        ease(gradient: number): number;
+    }
+    class CircleEase extends EasingFunction implements IEasingFunction {
+        easeInCore(gradient: number): number;
+    }
+    class BackEase extends EasingFunction implements IEasingFunction {
+        amplitude: number;
+        constructor(amplitude?: number);
+        easeInCore(gradient: number): number;
+    }
+    class BounceEase extends EasingFunction implements IEasingFunction {
+        bounces: number;
+        bounciness: number;
+        constructor(bounces?: number, bounciness?: number);
+        easeInCore(gradient: number): number;
+    }
+    class CubicEase extends EasingFunction implements IEasingFunction {
+        easeInCore(gradient: number): number;
+    }
+    class ElasticEase extends EasingFunction implements IEasingFunction {
+        oscillations: number;
+        springiness: number;
+        constructor(oscillations?: number, springiness?: number);
+        easeInCore(gradient: number): number;
+    }
+    class ExponentialEase extends EasingFunction implements IEasingFunction {
+        exponent: number;
+        constructor(exponent?: number);
+        easeInCore(gradient: number): number;
+    }
+    class PowerEase extends EasingFunction implements IEasingFunction {
+        power: number;
+        constructor(power?: number);
+        easeInCore(gradient: number): number;
+    }
+    class QuadraticEase extends EasingFunction implements IEasingFunction {
+        easeInCore(gradient: number): number;
+    }
+    class QuarticEase extends EasingFunction implements IEasingFunction {
+        easeInCore(gradient: number): number;
+    }
+    class QuinticEase extends EasingFunction implements IEasingFunction {
+        easeInCore(gradient: number): number;
+    }
+    class SineEase extends EasingFunction implements IEasingFunction {
+        easeInCore(gradient: number): number;
+    }
+    class BezierCurveEase extends EasingFunction implements IEasingFunction {
+        x1: number;
+        y1: number;
+        x2: number;
+        y2: number;
+        constructor(x1?: number, y1?: number, x2?: number, y2?: number);
+        easeInCore(gradient: number): number;
+    }
+}
+
+declare module BABYLON {
     class Analyser {
         SMOOTHING: number;
         FFT_SIZE: number;
@@ -1328,158 +1480,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Animatable {
-        target: any;
-        fromFrame: number;
-        toFrame: number;
-        loopAnimation: boolean;
-        speedRatio: number;
-        onAnimationEnd: any;
-        private _localDelayOffset;
-        private _pausedDelay;
-        private _animations;
-        private _paused;
-        private _scene;
-        animationStarted: boolean;
-        constructor(scene: Scene, target: any, fromFrame?: number, toFrame?: number, loopAnimation?: boolean, speedRatio?: number, onAnimationEnd?: any, animations?: any);
-        appendAnimations(target: any, animations: Animation[]): void;
-        getAnimationByTargetProperty(property: string): Animation;
-        reset(): void;
-        pause(): void;
-        restart(): void;
-        stop(): void;
-        _animate(delay: number): boolean;
-    }
-}
-
-declare module BABYLON {
-    class Animation {
-        name: string;
-        targetProperty: string;
-        framePerSecond: number;
-        dataType: number;
-        loopMode: number;
-        private _keys;
-        private _offsetsCache;
-        private _highLimitsCache;
-        private _stopped;
-        _target: any;
-        private _easingFunction;
-        targetPropertyPath: string[];
-        currentFrame: number;
-        allowMatricesInterpolation: boolean;
-        static CreateAndStartAnimation(name: string, mesh: AbstractMesh, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Animatable;
-        constructor(name: string, targetProperty: string, framePerSecond: number, dataType: number, loopMode?: number);
-        reset(): void;
-        isStopped(): boolean;
-        getKeys(): any[];
-        getEasingFunction(): IEasingFunction;
-        setEasingFunction(easingFunction: EasingFunction): void;
-        floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
-        quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
-        vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
-        vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
-        color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
-        matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number): Matrix;
-        clone(): Animation;
-        setKeys(values: Array<any>): void;
-        private _getKeyValue(value);
-        private _interpolate(currentFrame, repeatCount, loopMode, offsetValue?, highLimitValue?);
-        animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number): boolean;
-        private static _ANIMATIONTYPE_FLOAT;
-        private static _ANIMATIONTYPE_VECTOR3;
-        private static _ANIMATIONTYPE_QUATERNION;
-        private static _ANIMATIONTYPE_MATRIX;
-        private static _ANIMATIONTYPE_COLOR3;
-        private static _ANIMATIONTYPE_VECTOR2;
-        private static _ANIMATIONLOOPMODE_RELATIVE;
-        private static _ANIMATIONLOOPMODE_CYCLE;
-        private static _ANIMATIONLOOPMODE_CONSTANT;
-        static ANIMATIONTYPE_FLOAT: number;
-        static ANIMATIONTYPE_VECTOR3: number;
-        static ANIMATIONTYPE_VECTOR2: number;
-        static ANIMATIONTYPE_QUATERNION: number;
-        static ANIMATIONTYPE_MATRIX: number;
-        static ANIMATIONTYPE_COLOR3: number;
-        static ANIMATIONLOOPMODE_RELATIVE: number;
-        static ANIMATIONLOOPMODE_CYCLE: number;
-        static ANIMATIONLOOPMODE_CONSTANT: number;
-    }
-}
-
-declare module BABYLON {
-    interface IEasingFunction {
-        ease(gradient: number): number;
-    }
-    class EasingFunction implements IEasingFunction {
-        private static _EASINGMODE_EASEIN;
-        private static _EASINGMODE_EASEOUT;
-        private static _EASINGMODE_EASEINOUT;
-        static EASINGMODE_EASEIN: number;
-        static EASINGMODE_EASEOUT: number;
-        static EASINGMODE_EASEINOUT: number;
-        private _easingMode;
-        setEasingMode(easingMode: number): void;
-        getEasingMode(): number;
-        easeInCore(gradient: number): number;
-        ease(gradient: number): number;
-    }
-    class CircleEase extends EasingFunction implements IEasingFunction {
-        easeInCore(gradient: number): number;
-    }
-    class BackEase extends EasingFunction implements IEasingFunction {
-        amplitude: number;
-        constructor(amplitude?: number);
-        easeInCore(gradient: number): number;
-    }
-    class BounceEase extends EasingFunction implements IEasingFunction {
-        bounces: number;
-        bounciness: number;
-        constructor(bounces?: number, bounciness?: number);
-        easeInCore(gradient: number): number;
-    }
-    class CubicEase extends EasingFunction implements IEasingFunction {
-        easeInCore(gradient: number): number;
-    }
-    class ElasticEase extends EasingFunction implements IEasingFunction {
-        oscillations: number;
-        springiness: number;
-        constructor(oscillations?: number, springiness?: number);
-        easeInCore(gradient: number): number;
-    }
-    class ExponentialEase extends EasingFunction implements IEasingFunction {
-        exponent: number;
-        constructor(exponent?: number);
-        easeInCore(gradient: number): number;
-    }
-    class PowerEase extends EasingFunction implements IEasingFunction {
-        power: number;
-        constructor(power?: number);
-        easeInCore(gradient: number): number;
-    }
-    class QuadraticEase extends EasingFunction implements IEasingFunction {
-        easeInCore(gradient: number): number;
-    }
-    class QuarticEase extends EasingFunction implements IEasingFunction {
-        easeInCore(gradient: number): number;
-    }
-    class QuinticEase extends EasingFunction implements IEasingFunction {
-        easeInCore(gradient: number): number;
-    }
-    class SineEase extends EasingFunction implements IEasingFunction {
-        easeInCore(gradient: number): number;
-    }
-    class BezierCurveEase extends EasingFunction implements IEasingFunction {
-        x1: number;
-        y1: number;
-        x2: number;
-        y2: number;
-        constructor(x1?: number, y1?: number, x2?: number, y2?: number);
-        easeInCore(gradient: number): number;
-    }
-}
-
-declare module BABYLON {
     class Bone extends Node {
         name: string;
         children: Bone[];
@@ -2269,6 +2269,25 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
+    class Layer {
+        name: string;
+        texture: Texture;
+        isBackground: boolean;
+        color: Color4;
+        onDispose: () => void;
+        private _scene;
+        private _vertexDeclaration;
+        private _vertexStrideSize;
+        private _vertexBuffer;
+        private _indexBuffer;
+        private _effect;
+        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
+        render(): void;
+        dispose(): void;
+    }
+}
+
+declare module BABYLON {
     class LensFlare {
         size: number;
         position: number;
@@ -2310,25 +2329,6 @@ declare module BABYLON {
 }
 
 declare module BABYLON {
-    class Layer {
-        name: string;
-        texture: Texture;
-        isBackground: boolean;
-        color: Color4;
-        onDispose: () => void;
-        private _scene;
-        private _vertexDeclaration;
-        private _vertexStrideSize;
-        private _vertexBuffer;
-        private _indexBuffer;
-        private _effect;
-        constructor(name: string, imgUrl: string, scene: Scene, isBackground?: boolean, color?: Color4);
-        render(): void;
-        dispose(): void;
-    }
-}
-
-declare module BABYLON {
     class DirectionalLight extends Light implements IShadowLight {
         direction: Vector3;
         position: Vector3;

Dosya farkı çok büyük olduğundan ihmal edildi
+ 1 - 1
dist/preview release - beta/babylon.2.2.js


Dosya farkı çok büyük olduğundan ihmal edildi
+ 1 - 1
dist/preview release - beta/babylon.2.2.max.js


Dosya farkı çok büyük olduğundan ihmal edildi
+ 1 - 1
dist/preview release - beta/babylon.2.2.noworker.js


+ 3 - 3
src/Shaders/default.fragment.fx

@@ -452,7 +452,7 @@ lightingInfo computeSpotLighting(vec3 viewDirectionW, vec3 vNormal, vec4 lightDa
 		// Specular
 		vec3 angleW = normalize(viewDirectionW - lightDirection.xyz);
 		float specComp = max(0., dot(vNormal, angleW));
-		specComp = pow(specComp, glossiness);
+		specComp = pow(specComp, max(1., glossiness));
 
 		result.specular = specComp * specularColor * spotAtten * attenuation;
 #endif
@@ -479,7 +479,7 @@ lightingInfo computeHemisphericLighting(vec3 viewDirectionW, vec3 vNormal, vec4
 	// Specular
 	vec3 angleW = normalize(viewDirectionW + lightData.xyz);
 	float specComp = max(0., dot(vNormal, angleW));
-	specComp = pow(specComp, glossiness);
+	specComp = pow(specComp, max(1., glossiness));
 
 	result.specular = specComp * specularColor;
 #endif
@@ -551,7 +551,7 @@ void main(void) {
 		vec4 specularMapColor = texture2D(specularSampler, vSpecularUV);
 		specularColor = specularMapColor.rgb;
 		#ifdef GLOSSINESS
-			glossiness *= specularMapColor.a;
+			glossiness = glossiness * specularMapColor.a;
 		#endif
 	#endif
 #else