提交 abece01c 编写于 作者: M Mr.doob

Updated builds.

上级 c451cfa1
......@@ -20499,7 +20499,7 @@
this.render = function ( scene, camera, renderTarget, forceClear ) {
if ( ( camera && camera.isCamera ) === false ) {
if ( camera !== undefined && camera.isCamera !== true ) {
console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
return;
......@@ -165,7 +165,7 @@ c.addAttribute("morphTarget"+a,m.position[b]),!0===d.morphNormals&&m.normal&&c.a
w instanceof Uint16Array?q=A.UNSIGNED_SHORT:w instanceof Int16Array?q=A.SHORT:w instanceof Uint32Array?q=A.UNSIGNED_INT:w instanceof Int32Array?q=A.INT:w instanceof Int8Array?q=A.BYTE:w instanceof Uint8Array&&(q=A.UNSIGNED_BYTE);var w=x.itemSize,z=pa.getAttributeBuffer(x);if(x&&x.isInterleavedBufferAttribute){var G=x.data,E=G.stride,x=x.offset;G&&G.isInstancedInterleavedBuffer?(X.enableAttributeAndDivisor(t,G.meshPerAttribute,n),void 0===c.maxInstancedCount&&(c.maxInstancedCount=G.meshPerAttribute*
G.count)):X.enableAttribute(t);A.bindBuffer(A.ARRAY_BUFFER,z);A.vertexAttribPointer(t,w,q,y,E*G.array.BYTES_PER_ELEMENT,(l*E+x)*G.array.BYTES_PER_ELEMENT)}else x&&x.isInstancedBufferAttribute?(X.enableAttributeAndDivisor(t,x.meshPerAttribute,n),void 0===c.maxInstancedCount&&(c.maxInstancedCount=x.meshPerAttribute*x.count)):X.enableAttribute(t),A.bindBuffer(A.ARRAY_BUFFER,z),A.vertexAttribPointer(t,w,q,y,0,l*w*x.array.BYTES_PER_ELEMENT)}else if(void 0!==m&&(q=m[r],void 0!==q))switch(q.length){case 2:A.vertexAttrib2fv(t,
q);break;case 3:A.vertexAttrib3fv(t,q);break;case 4:A.vertexAttrib4fv(t,q);break;default:A.vertexAttrib1fv(t,q)}}}X.disableUnusedAttributes()}null!==b&&A.bindBuffer(A.ELEMENT_ARRAY_BUFFER,pa.getAttributeBuffer(b))}n=0;null!==b?n=b.count:void 0!==p&&(n=p.count);b=c.drawRange.start;p=null!==f?f.start:0;r=Math.max(0,b,p);f=Math.max(0,Math.min(0+n,b+c.drawRange.count,p+(null!==f?f.count:Infinity))-1-r+1);if(0!==f){if(e.isMesh)if(!0===d.wireframe)X.setLineWidth(d.wireframeLinewidth*(null===V?Pa:1)),a.setMode(A.LINES);
else switch(e.drawMode){case 0:a.setMode(A.TRIANGLES);break;case 1:a.setMode(A.TRIANGLE_STRIP);break;case 2:a.setMode(A.TRIANGLE_FAN)}else e.isLine?(d=d.linewidth,void 0===d&&(d=1),X.setLineWidth(d*(null===V?Pa:1)),e.isLineSegments?a.setMode(A.LINES):a.setMode(A.LINE_STRIP)):e.isPoints&&a.setMode(A.POINTS);c&&c.isInstancedBufferGeometry?0<c.maxInstancedCount&&a.renderInstances(c,r,f):a.render(r,f)}};this.render=function(a,c,d,e){if(!1===(c&&c.isCamera))console.error("THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");
else switch(e.drawMode){case 0:a.setMode(A.TRIANGLES);break;case 1:a.setMode(A.TRIANGLE_STRIP);break;case 2:a.setMode(A.TRIANGLE_FAN)}else e.isLine?(d=d.linewidth,void 0===d&&(d=1),X.setLineWidth(d*(null===V?Pa:1)),e.isLineSegments?a.setMode(A.LINES):a.setMode(A.LINE_STRIP)):e.isPoints&&a.setMode(A.POINTS);c&&c.isInstancedBufferGeometry?0<c.maxInstancedCount&&a.renderInstances(c,r,f):a.render(r,f)}};this.render=function(a,c,d,e){if(void 0!==c&&!0!==c.isCamera)console.error("THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.");
else{var f=a.fog;S="";J=-1;U=null;!0===a.autoUpdate&&a.updateMatrixWorld();null===c.parent&&c.updateMatrixWorld();c.matrixWorldInverse.getInverse(c.matrixWorld);qa.multiplyMatrices(c.projectionMatrix,c.matrixWorldInverse);oa.setFromMatrix(qa);M.length=0;Fa=C=-1;O.length=0;P.length=0;ra=this.localClippingEnabled;na=ca.init(this.clippingPlanes,ra,c);m(a,c);ea.length=C+1;D.length=Fa+1;!0===R.sortObjects&&(ea.sort(l),D.sort(p));na&&ca.beginShadows();for(var g=M,k=0,h=0,n=g.length;h<n;h++){var r=g[h];
r.castShadow&&(aa.shadows[k++]=r)}aa.shadows.length=k;La.render(a,c);for(var g=M,u=r=0,v=0,x,q,w,y,z=c.matrixWorldInverse,G=0,E=0,K=0,N=0,k=0,h=g.length;k<h;k++)if(n=g[k],x=n.color,q=n.intensity,w=n.distance,y=n.shadow&&n.shadow.map?n.shadow.map.texture:null,n.isAmbientLight)r+=x.r*q,u+=x.g*q,v+=x.b*q;else if(n.isDirectionalLight){var F=ya.get(n);F.color.copy(n.color).multiplyScalar(n.intensity);F.direction.setFromMatrixPosition(n.matrixWorld);Da.setFromMatrixPosition(n.target.matrixWorld);F.direction.sub(Da);
F.direction.transformDirection(z);if(F.shadow=n.castShadow)F.shadowBias=n.shadow.bias,F.shadowRadius=n.shadow.radius,F.shadowMapSize=n.shadow.mapSize;aa.directionalShadowMap[G]=y;aa.directionalShadowMatrix[G]=n.shadow.matrix;aa.directional[G++]=F}else if(n.isSpotLight){F=ya.get(n);F.position.setFromMatrixPosition(n.matrixWorld);F.position.applyMatrix4(z);F.color.copy(x).multiplyScalar(q);F.distance=w;F.direction.setFromMatrixPosition(n.matrixWorld);Da.setFromMatrixPosition(n.target.matrixWorld);F.direction.sub(Da);
......
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