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a237eec3
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three.js
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a237eec3
编写于
6月 26, 2014
作者:
O
OpenShift guest
浏览文件
操作
浏览文件
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电子邮件补丁
差异文件
fix shadowmapplugin
上级
ffaeafe6
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
61 addition
and
56 deletion
+61
-56
src/extras/renderers/plugins/ShadowMapPlugin.js
src/extras/renderers/plugins/ShadowMapPlugin.js
+61
-56
未找到文件。
src/extras/renderers/plugins/ShadowMapPlugin.js
浏览文件 @
a237eec3
...
@@ -14,7 +14,9 @@ THREE.ShadowMapPlugin = function () {
...
@@ -14,7 +14,9 @@ THREE.ShadowMapPlugin = function () {
_min
=
new
THREE
.
Vector3
(),
_min
=
new
THREE
.
Vector3
(),
_max
=
new
THREE
.
Vector3
(),
_max
=
new
THREE
.
Vector3
(),
_matrixPosition
=
new
THREE
.
Vector3
();
_matrixPosition
=
new
THREE
.
Vector3
(),
_renderList
=
[];
this
.
init
=
function
(
renderer
)
{
this
.
init
=
function
(
renderer
)
{
...
@@ -51,7 +53,6 @@ THREE.ShadowMapPlugin = function () {
...
@@ -51,7 +53,6 @@ THREE.ShadowMapPlugin = function () {
shadowMap
,
shadowMatrix
,
shadowCamera
,
shadowMap
,
shadowMatrix
,
shadowCamera
,
program
,
buffer
,
material
,
program
,
buffer
,
material
,
webglObject
,
object
,
light
,
webglObject
,
object
,
light
,
renderList
,
lights
=
[],
lights
=
[],
k
=
0
,
k
=
0
,
...
@@ -230,85 +231,62 @@ THREE.ShadowMapPlugin = function () {
...
@@ -230,85 +231,62 @@ THREE.ShadowMapPlugin = function () {
// set object matrices & frustum culling
// set object matrices & frustum culling
renderList
=
scene
.
__webglObjects
;
_renderList
.
length
=
0
;
projectObject
(
scene
,
scene
,
shadowCamera
);
for
(
j
=
0
,
jl
=
renderList
.
length
;
j
<
jl
;
j
++
)
{
webglObject
=
renderList
[
j
];
object
=
webglObject
.
object
;
webglObject
.
render
=
false
;
if
(
object
.
visible
&&
object
.
castShadow
)
{
if
(
object
.
frustumCulled
===
false
||
_frustum
.
intersectsObject
(
object
)
===
true
)
{
object
.
_modelViewMatrix
.
multiplyMatrices
(
shadowCamera
.
matrixWorldInverse
,
object
.
matrixWorld
);
webglObject
.
render
=
true
;
}
}
}
// render regular objects
// render regular objects
var
objectMaterial
,
useMorphing
,
useSkinning
;
var
objectMaterial
,
useMorphing
,
useSkinning
;
for
(
j
=
0
,
jl
=
renderList
.
length
;
j
<
jl
;
j
++
)
{
for
(
j
=
0
,
jl
=
_renderList
.
length
;
j
<
jl
;
j
++
)
{
webglObject
=
renderList
[
j
];
if
(
webglObject
.
render
)
{
object
=
webglObject
.
object
;
webglObject
=
_renderList
[
j
];
buffer
=
webglObject
.
buffer
;
// culling is overriden globally for all objects
object
=
webglObject
.
object
;
// while rendering depth map
buffer
=
webglObject
.
buffer
;
// need to deal with MeshFaceMaterial somehow
// culling is overriden globally for all objects
// in that case just use the first of material.materials for now
// while rendering depth map
// (proper solution would require to break objects by materials
// similarly to regular rendering and then set corresponding
// depth materials per each chunk instead of just once per object)
objectMaterial
=
getObjectMaterial
(
object
);
// need to deal with MeshFaceMaterial somehow
// in that case just use the first of material.materials for now
// (proper solution would require to break objects by materials
// similarly to regular rendering and then set corresponding
// depth materials per each chunk instead of just once per object)
useMorphing
=
object
.
geometry
.
morphTargets
!==
undefined
&&
object
.
geometry
.
morphTargets
.
length
>
0
&&
objectMaterial
.
morphTargets
;
objectMaterial
=
getObjectMaterial
(
object
);
useSkinning
=
object
instanceof
THREE
.
SkinnedMesh
&&
objectMaterial
.
skinning
;
if
(
object
.
customDepthMaterial
)
{
useMorphing
=
object
.
geometry
.
morphTargets
!==
undefined
&&
object
.
geometry
.
morphTargets
.
length
>
0
&&
objectMaterial
.
morphTargets
;
useSkinning
=
object
instanceof
THREE
.
SkinnedMesh
&&
objectMaterial
.
skinning
;
material
=
object
.
customDepthMaterial
;
if
(
object
.
customDepthMaterial
)
{
}
else
if
(
useSkinning
)
{
material
=
object
.
customDepthMaterial
;
material
=
useMorphing
?
_depthMaterialMorphSkin
:
_depthMaterialSkin
;
}
else
if
(
useSkinning
)
{
}
else
if
(
useMorphing
)
{
material
=
useMorphing
?
_depthMaterialMorphSkin
:
_depthMaterialSkin
;
material
=
_depthMaterialMorph
;
}
else
if
(
useMorphing
)
{
}
else
{
material
=
_depthMaterialMorph
;
material
=
_depthMaterial
;
}
else
{
}
material
=
_depthMaterial
;
_renderer
.
setMaterialFaces
(
objectMaterial
);
}
if
(
buffer
instanceof
THREE
.
BufferGeometry
)
{
_renderer
.
setMaterialFaces
(
objectMaterial
);
_renderer
.
renderBufferDirect
(
shadowCamera
,
scene
.
__lights
,
fog
,
material
,
buffer
,
object
);
if
(
buffer
instanceof
THREE
.
BufferGeometry
)
{
}
else
{
_renderer
.
renderBufferDirect
(
shadowCamera
,
scene
.
__lights
,
fog
,
material
,
buffer
,
object
);
_renderer
.
renderBuffer
(
shadowCamera
,
scene
.
__lights
,
fog
,
material
,
buffer
,
object
);
}
else
{
}
_renderer
.
renderBuffer
(
shadowCamera
,
scene
.
__lights
,
fog
,
material
,
buffer
,
object
);
}
}
...
@@ -316,7 +294,7 @@ THREE.ShadowMapPlugin = function () {
...
@@ -316,7 +294,7 @@ THREE.ShadowMapPlugin = function () {
// set matrices and render immediate objects
// set matrices and render immediate objects
renderList
=
scene
.
__webglObjectsImmediate
;
var
renderList
=
scene
.
__webglObjectsImmediate
;
for
(
j
=
0
,
jl
=
renderList
.
length
;
j
<
jl
;
j
++
)
{
for
(
j
=
0
,
jl
=
renderList
.
length
;
j
<
jl
;
j
++
)
{
...
@@ -350,6 +328,33 @@ THREE.ShadowMapPlugin = function () {
...
@@ -350,6 +328,33 @@ THREE.ShadowMapPlugin = function () {
}
}
};
};
function
projectObject
(
scene
,
object
,
shadowCamera
){
if
(
object
.
visible
)
{
var
webglObjects
=
scene
.
__webglObjects
[
object
.
uuid
];
if
(
webglObjects
&&
object
.
castShadow
&&
(
object
.
frustumCulled
===
false
||
_frustum
.
intersectsObject
(
object
)
===
true
)
)
{
for
(
var
i
=
0
,
l
=
webglObjects
.
length
;
i
<
l
;
i
++
){
var
webglObject
=
webglObjects
[
i
];
object
.
_modelViewMatrix
.
multiplyMatrices
(
shadowCamera
.
matrixWorldInverse
,
object
.
matrixWorld
);
_renderList
.
push
(
webglObject
);
}
}
for
(
var
i
=
0
,
l
=
object
.
children
.
length
;
i
<
l
;
i
++
)
{
projectObject
(
scene
,
object
.
children
[
i
],
shadowCamera
);
}
}
}
function
createVirtualLight
(
light
,
cascade
)
{
function
createVirtualLight
(
light
,
cascade
)
{
...
...
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