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Global: Remove deprecated code. (#32572)

Michael Herzog před 7 měsíci
rodič
revize
d1c0d7f156

+ 0 - 1
examples/jsm/Addons.js

@@ -123,7 +123,6 @@ export * from './loaders/VRMLLoader.js';
 export * from './loaders/VTKLoader.js';
 export * from './loaders/XYZLoader.js';
 
-export * from './materials/MeshGouraudMaterial.js';
 export * from './materials/LDrawConditionalLineMaterial.js';
 export * from './materials/MeshPostProcessingMaterial.js';
 

+ 0 - 433
examples/jsm/materials/MeshGouraudMaterial.js

@@ -1,433 +0,0 @@
-/**
- * MeshGouraudMaterial
- *
- * Lambert illumination model with Gouraud (per-vertex) shading
- *
- */
-
-import { UniformsUtils, UniformsLib, ShaderMaterial, Color, MultiplyOperation } from 'three';
-
-const GouraudShader = {
-
-	name: 'GouraudShader',
-
-	uniforms: UniformsUtils.merge( [
-		UniformsLib.common,
-		UniformsLib.specularmap,
-		UniformsLib.envmap,
-		UniformsLib.aomap,
-		UniformsLib.lightmap,
-		UniformsLib.emissivemap,
-		UniformsLib.fog,
-		UniformsLib.lights,
-		{
-			emissive: { value: new Color( 0x000000 ) }
-		}
-	] ),
-
-	vertexShader: /* glsl */`
-
-		#define GOURAUD
-
-		varying vec3 vLightFront;
-		varying vec3 vIndirectFront;
-
-		#ifdef DOUBLE_SIDED
-			varying vec3 vLightBack;
-			varying vec3 vIndirectBack;
-		#endif
-
-		#include <common>
-		#include <uv_pars_vertex>
-		#include <envmap_pars_vertex>
-		#include <bsdfs>
-		#include <lights_pars_begin>
-		#include <color_pars_vertex>
-		#include <fog_pars_vertex>
-		#include <morphtarget_pars_vertex>
-		#include <skinning_pars_vertex>
-		#include <shadowmap_pars_vertex>
-		#include <logdepthbuf_pars_vertex>
-		#include <clipping_planes_pars_vertex>
-
-		void main() {
-
-			#include <uv_vertex>
-			#include <color_vertex>
-			#include <morphcolor_vertex>
-
-			#include <beginnormal_vertex>
-			#include <morphnormal_vertex>
-			#include <skinbase_vertex>
-			#include <skinnormal_vertex>
-			#include <defaultnormal_vertex>
-
-			#include <begin_vertex>
-			#include <morphtarget_vertex>
-			#include <skinning_vertex>
-			#include <project_vertex>
-			#include <logdepthbuf_vertex>
-			#include <clipping_planes_vertex>
-
-			#include <worldpos_vertex>
-			#include <envmap_vertex>
-
-			// inlining legacy <lights_lambert_vertex>
-
-			vec3 diffuse = vec3( 1.0 );
-
-			vec3 geometryPosition = mvPosition.xyz;
-			vec3 geometryNormal = normalize( transformedNormal );
-			vec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( -mvPosition.xyz );
-
-			vec3 backGeometryNormal = - geometryNormal;
-
-			vLightFront = vec3( 0.0 );
-			vIndirectFront = vec3( 0.0 );
-			#ifdef DOUBLE_SIDED
-				vLightBack = vec3( 0.0 );
-				vIndirectBack = vec3( 0.0 );
-			#endif
-
-			IncidentLight directLight;
-			float dotNL;
-			vec3 directLightColor_Diffuse;
-
-			vIndirectFront += getAmbientLightIrradiance( ambientLightColor );
-
-			#if defined( USE_LIGHT_PROBES )
-
-				vIndirectFront += getLightProbeIrradiance( lightProbe, geometryNormal );
-
-			#endif
-
-			#ifdef DOUBLE_SIDED
-
-				vIndirectBack += getAmbientLightIrradiance( ambientLightColor );
-
-				#if defined( USE_LIGHT_PROBES )
-
-					vIndirectBack += getLightProbeIrradiance( lightProbe, backGeometryNormal );
-
-				#endif
-
-			#endif
-
-			#if NUM_POINT_LIGHTS > 0
-
-				#pragma unroll_loop_start
-				for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {
-
-					getPointLightInfo( pointLights[ i ], geometryPosition, directLight );
-
-					dotNL = dot( geometryNormal, directLight.direction );
-					directLightColor_Diffuse = directLight.color;
-
-					vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
-
-					#ifdef DOUBLE_SIDED
-
-						vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
-
-					#endif
-
-				}
-				#pragma unroll_loop_end
-
-			#endif
-
-			#if NUM_SPOT_LIGHTS > 0
-
-				#pragma unroll_loop_start
-				for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {
-
-					getSpotLightInfo( spotLights[ i ], geometryPosition, directLight );
-
-					dotNL = dot( geometryNormal, directLight.direction );
-					directLightColor_Diffuse = directLight.color;
-
-					vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
-
-					#ifdef DOUBLE_SIDED
-
-						vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
-
-					#endif
-				}
-				#pragma unroll_loop_end
-
-			#endif
-
-			#if NUM_DIR_LIGHTS > 0
-
-				#pragma unroll_loop_start
-				for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {
-
-					getDirectionalLightInfo( directionalLights[ i ], directLight );
-
-					dotNL = dot( geometryNormal, directLight.direction );
-					directLightColor_Diffuse = directLight.color;
-
-					vLightFront += saturate( dotNL ) * directLightColor_Diffuse;
-
-					#ifdef DOUBLE_SIDED
-
-						vLightBack += saturate( - dotNL ) * directLightColor_Diffuse;
-
-					#endif
-
-				}
-				#pragma unroll_loop_end
-
-			#endif
-
-			#if NUM_HEMI_LIGHTS > 0
-
-				#pragma unroll_loop_start
-				for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {
-
-					vIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );
-
-					#ifdef DOUBLE_SIDED
-
-						vIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometryNormal );
-
-					#endif
-
-				}
-				#pragma unroll_loop_end
-
-			#endif
-
-			#include <shadowmap_vertex>
-			#include <fog_vertex>
-
-		}`,
-
-	fragmentShader: /* glsl */`
-
-		#define GOURAUD
-
-		uniform vec3 diffuse;
-		uniform vec3 emissive;
-		uniform float opacity;
-
-		varying vec3 vLightFront;
-		varying vec3 vIndirectFront;
-
-		#ifdef DOUBLE_SIDED
-			varying vec3 vLightBack;
-			varying vec3 vIndirectBack;
-		#endif
-
-		#include <common>
-		#include <dithering_pars_fragment>
-		#include <color_pars_fragment>
-		#include <uv_pars_fragment>
-		#include <map_pars_fragment>
-		#include <alphamap_pars_fragment>
-		#include <alphatest_pars_fragment>
-		#include <aomap_pars_fragment>
-		#include <lightmap_pars_fragment>
-		#include <emissivemap_pars_fragment>
-		#include <envmap_common_pars_fragment>
-		#include <envmap_pars_fragment>
-		#include <bsdfs>
-		#include <lights_pars_begin>
-		#include <fog_pars_fragment>
-		#include <shadowmap_pars_fragment>
-		#include <shadowmask_pars_fragment>
-		#include <specularmap_pars_fragment>
-		#include <logdepthbuf_pars_fragment>
-		#include <clipping_planes_pars_fragment>
-
-		void main() {
-
-			#include <clipping_planes_fragment>
-
-			vec4 diffuseColor = vec4( diffuse, opacity );
-			ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );
-			vec3 totalEmissiveRadiance = emissive;
-
-			#include <logdepthbuf_fragment>
-			#include <map_fragment>
-			#include <color_fragment>
-			#include <alphamap_fragment>
-			#include <alphatest_fragment>
-			#include <specularmap_fragment>
-			#include <emissivemap_fragment>
-
-			// accumulation
-
-			#ifdef DOUBLE_SIDED
-
-				reflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;
-
-			#else
-
-				reflectedLight.indirectDiffuse += vIndirectFront;
-
-			#endif
-
-			#ifdef USE_LIGHTMAP
-
-				vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );
-				vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;
-				reflectedLight.indirectDiffuse += lightMapIrradiance;
-
-			#endif
-
-			reflectedLight.indirectDiffuse *= BRDF_Lambert( diffuseColor.rgb );
-
-			#ifdef DOUBLE_SIDED
-
-				reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;
-
-			#else
-
-				reflectedLight.directDiffuse = vLightFront;
-
-			#endif
-
-			reflectedLight.directDiffuse *= BRDF_Lambert( diffuseColor.rgb ) * getShadowMask();
-
-			// modulation
-
-			#include <aomap_fragment>
-
-			vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;
-
-			#include <envmap_fragment>
-
-			#include <opaque_fragment>
-			#include <tonemapping_fragment>
-			#include <colorspace_fragment>
-			#include <fog_fragment>
-			#include <premultiplied_alpha_fragment>
-			#include <dithering_fragment>
-
-		}`
-
-};
-
-//
-
-class MeshGouraudMaterial extends ShaderMaterial {
-
-	constructor( parameters ) {
-
-		super();
-
-		console.warn( 'THREE.MeshGouraudMaterial: MeshGouraudMaterial has been deprecated and will be removed with r183. Use THREE.MeshLambertMaterial instead.' ); // @deprecated r173
-
-		this.isMeshGouraudMaterial = true;
-
-		this.type = 'MeshGouraudMaterial';
-
-		//this.color = new THREE.Color( 0xffffff ); // diffuse
-
-		//this.map = null;
-
-		//this.lightMap = null;
-		//this.lightMapIntensity = 1.0;
-
-		//this.aoMap = null;
-		//this.aoMapIntensity = 1.0;
-
-		//this.emissive = new THREE.Color( 0x000000 );
-		//this.emissiveIntensity = 1.0;
-		//this.emissiveMap = null;
-
-		//this.specularMap = null;
-
-		//this.alphaMap = null;
-
-		//this.envMap = null;
-		this.combine = MultiplyOperation; // combine has no uniform
-		//this.reflectivity = 1;
-		//this.refractionRatio = 0.98;
-
-		this.fog = false; // set to use scene fog
-		this.lights = true; // set to use scene lights
-		this.clipping = false; // set to use user-defined clipping planes
-
-		const shader = GouraudShader;
-
-		this.defines = Object.assign( {}, shader.defines );
-		this.uniforms = UniformsUtils.clone( shader.uniforms );
-		this.vertexShader = shader.vertexShader;
-		this.fragmentShader = shader.fragmentShader;
-
-		const exposePropertyNames = [
-			'map', 'lightMap', 'lightMapIntensity', 'aoMap', 'aoMapIntensity',
-			'emissive', 'emissiveIntensity', 'emissiveMap', 'specularMap', 'alphaMap',
-			'envMap', 'reflectivity', 'refractionRatio', 'opacity', 'diffuse'
-		];
-
-		for ( const propertyName of exposePropertyNames ) {
-
-			Object.defineProperty( this, propertyName, {
-
-				get: function () {
-
-					return this.uniforms[ propertyName ].value;
-
-				},
-
-				set: function ( value ) {
-
-					this.uniforms[ propertyName ].value = value;
-
-				}
-
-			} );
-
-		}
-
-		Object.defineProperty( this, 'color', Object.getOwnPropertyDescriptor( this, 'diffuse' ) );
-
-		this.setValues( parameters );
-
-	}
-
-	copy( source ) {
-
-		super.copy( source );
-
-		this.color.copy( source.color );
-
-		this.map = source.map;
-
-		this.lightMap = source.lightMap;
-		this.lightMapIntensity = source.lightMapIntensity;
-
-		this.aoMap = source.aoMap;
-		this.aoMapIntensity = source.aoMapIntensity;
-
-		this.emissive.copy( source.emissive );
-		this.emissiveMap = source.emissiveMap;
-		this.emissiveIntensity = source.emissiveIntensity;
-
-		this.specularMap = source.specularMap;
-
-		this.alphaMap = source.alphaMap;
-
-		this.envMap = source.envMap;
-		this.combine = source.combine;
-		this.reflectivity = source.reflectivity;
-		this.refractionRatio = source.refractionRatio;
-
-		this.wireframe = source.wireframe;
-		this.wireframeLinewidth = source.wireframeLinewidth;
-		this.wireframeLinecap = source.wireframeLinecap;
-		this.wireframeLinejoin = source.wireframeLinejoin;
-
-		this.fog = source.fog;
-
-		return this;
-
-	}
-
-}
-
-export { MeshGouraudMaterial };

+ 0 - 17
src/nodes/core/VaryingNode.js

@@ -2,7 +2,6 @@ import Node from './Node.js';
 import { NodeShaderStage } from './constants.js';
 import { addMethodChaining, nodeProxy } from '../tsl/TSLCore.js';
 import { subBuild } from './SubBuildNode.js';
-import { warn } from '../../utils.js';
 
 /**
  * Class for representing shader varyings as nodes. Varyings are create from
@@ -209,19 +208,3 @@ export const vertexStage = ( node ) => varying( node );
 
 addMethodChaining( 'toVarying', varying );
 addMethodChaining( 'toVertexStage', vertexStage );
-
-// Deprecated
-
-addMethodChaining( 'varying', ( ...params ) => { // @deprecated, r173
-
-	warn( 'TSL: .varying() has been renamed to .toVarying().' );
-	return varying( ...params );
-
-} );
-
-addMethodChaining( 'vertexStage', ( ...params ) => { // @deprecated, r173
-
-	warn( 'TSL: .vertexStage() has been renamed to .toVertexStage().' );
-	return varying( ...params );
-
-} );

+ 0 - 10
src/renderers/WebGLRenderer.js

@@ -2598,16 +2598,6 @@ class WebGLRenderer {
 
 			}
 
-			// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512
-
-			if ( material.isMeshGouraudMaterial && material.envMap !== null ) {
-
-				m_uniforms.envMap.value = envMap;
-
-				m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;
-
-			}
-
 			if ( material.isMeshStandardMaterial && material.envMap === null && scene.environment !== null ) {
 
 				m_uniforms.envMapIntensity.value = scene.environmentIntensity;

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