提交 6f57c209 编写于 作者: Z zz85

More refactoring with BufferGeometry in WebGLRender to reduce code.

Its tempting to go on, but would stop here to make sure there's no regression.
Also, will have to port these changes over to WebGLRenderer2
上级 11f449b5
......@@ -4509,9 +4509,14 @@ THREE.WebGLRenderer = function ( parameters ) {
}
if ( object instanceof THREE.Mesh ) {
geometry = object.geometry;
if ( geometry instanceof THREE.BufferGeometry ) {
initDirectBuffers( geometry );
} else if ( object instanceof THREE.Mesh ) {
geometry = object.geometry;
material = object.material;
if ( geometry instanceof THREE.Geometry ) {
......@@ -4547,16 +4552,10 @@ THREE.WebGLRenderer = function ( parameters ) {
}
} else if ( geometry instanceof THREE.BufferGeometry ) {
initDirectBuffers( geometry );
}
} else if ( object instanceof THREE.Ribbon ) {
geometry = object.geometry;
if ( ! geometry.__webglVertexBuffer ) {
createRibbonBuffers( geometry );
......@@ -4570,8 +4569,6 @@ THREE.WebGLRenderer = function ( parameters ) {
} else if ( object instanceof THREE.Line ) {
geometry = object.geometry;
if ( ! geometry.__webglVertexBuffer ) {
if ( geometry instanceof THREE.Geometry ) {
......@@ -4583,18 +4580,12 @@ THREE.WebGLRenderer = function ( parameters ) {
geometry.colorsNeedUpdate = true;
geometry.lineDistancesNeedUpdate = true;
} else if ( geometry instanceof THREE.BufferGeometry ) {
initDirectBuffers( geometry );
}
}
} else if ( object instanceof THREE.ParticleSystem ) {
geometry = object.geometry;
if ( ! geometry.__webglVertexBuffer ) {
if ( geometry instanceof THREE.Geometry ) {
......@@ -4605,13 +4596,7 @@ THREE.WebGLRenderer = function ( parameters ) {
geometry.verticesNeedUpdate = true;
geometry.colorsNeedUpdate = true;
} else if ( geometry instanceof THREE.BufferGeometry ) {
initDirectBuffers( geometry );
}
}
}
......@@ -4699,53 +4684,49 @@ THREE.WebGLRenderer = function ( parameters ) {
var geometry = object.geometry,
geometryGroup, customAttributesDirty, material;
if ( object instanceof THREE.Mesh ) {
if ( geometry instanceof THREE.BufferGeometry ) {
setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
if ( geometry instanceof THREE.BufferGeometry ) {
} else {
setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
// check all geometry groups
} else if ( object instanceof THREE.Mesh ) {
for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
// check all geometry groups
geometryGroup = geometry.geometryGroupsList[ i ];
for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
material = getBufferMaterial( object, geometryGroup );
geometryGroup = geometry.geometryGroupsList[ i ];
if ( geometry.buffersNeedUpdate ) {
material = getBufferMaterial( object, geometryGroup );
initMeshBuffers( geometryGroup, object );
if ( geometry.buffersNeedUpdate ) {
}
initMeshBuffers( geometryGroup, object );
customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
}
if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
}
setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
}
geometry.verticesNeedUpdate = false;
geometry.morphTargetsNeedUpdate = false;
geometry.elementsNeedUpdate = false;
geometry.uvsNeedUpdate = false;
geometry.normalsNeedUpdate = false;
geometry.colorsNeedUpdate = false;
geometry.tangentsNeedUpdate = false;
}
geometry.buffersNeedUpdate = false;
geometry.verticesNeedUpdate = false;
geometry.morphTargetsNeedUpdate = false;
geometry.elementsNeedUpdate = false;
geometry.uvsNeedUpdate = false;
geometry.normalsNeedUpdate = false;
geometry.colorsNeedUpdate = false;
geometry.tangentsNeedUpdate = false;
material.attributes && clearCustomAttributes( material );
geometry.buffersNeedUpdate = false;
}
material.attributes && clearCustomAttributes( material );
} else if ( object instanceof THREE.Ribbon ) {
......@@ -4767,54 +4748,39 @@ THREE.WebGLRenderer = function ( parameters ) {
} else if ( object instanceof THREE.Line ) {
if ( geometry instanceof THREE.BufferGeometry ) {
setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
} else {
material = getBufferMaterial( object, geometry );
customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
material = getBufferMaterial( object, geometry );
}
customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
geometry.verticesNeedUpdate = false;
geometry.colorsNeedUpdate = false;
geometry.lineDistancesNeedUpdate = false;
if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
material.attributes && clearCustomAttributes( material );
setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
}
} else if ( object instanceof THREE.ParticleSystem ) {
if ( geometry instanceof THREE.BufferGeometry ) {
geometry.verticesNeedUpdate = false;
geometry.colorsNeedUpdate = false;
geometry.lineDistancesNeedUpdate = false;
setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
material.attributes && clearCustomAttributes( material );
} else {
material = getBufferMaterial( object, geometry );
} else if ( object instanceof THREE.ParticleSystem ) {
customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
material = getBufferMaterial( object, geometry );
if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
}
setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
geometry.verticesNeedUpdate = false;
geometry.colorsNeedUpdate = false;
}
material.attributes && clearCustomAttributes( material );
geometry.verticesNeedUpdate = false;
geometry.colorsNeedUpdate = false;
}
material.attributes && clearCustomAttributes( material );
}
......
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