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be10e322
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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be10e322
编写于
7月 07, 2014
作者:
O
Olli Etuaho
浏览文件
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浏览文件
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电子邮件补丁
差异文件
Improve code style in light uniform optimization
上级
715eb8ec
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
21 addition
and
22 deletion
+21
-22
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+21
-22
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
be10e322
...
...
@@ -4306,7 +4306,7 @@ THREE.WebGLRenderer = function ( parameters ) {
if
(
material
.
id
!==
_currentMaterialId
)
{
refreshLights
=
(
refreshLights
||
_currentMaterialId
===
-
1
)
;
if
(
_currentMaterialId
===
-
1
)
refreshLights
=
true
;
_currentMaterialId
=
material
.
id
;
refreshMaterial
=
true
;
...
...
@@ -4412,19 +4412,18 @@ THREE.WebGLRenderer = function ( parameters ) {
material
instanceof
THREE
.
MeshLambertMaterial
||
material
.
lights
)
{
refreshLights
=
(
refreshLights
||
_lightsNeedUpdate
);
if
(
_lightsNeedUpdate
)
{
refreshLights
=
true
;
setupLights
(
lights
);
_lightsNeedUpdate
=
false
;
}
if
(
refreshLights
)
{
refreshUniformsLights
(
m_uniforms
,
_lights
);
markUniformsLights
Clean
(
m_uniforms
,
false
);
markUniformsLights
SkipUpdate
(
m_uniforms
,
false
);
}
else
{
markUniformsLights
Clean
(
m_uniforms
,
true
);
markUniformsLights
SkipUpdate
(
m_uniforms
,
true
);
}
}
...
...
@@ -4708,27 +4707,27 @@ THREE.WebGLRenderer = function ( parameters ) {
// If uniforms are marked as clean, they don't need to be loaded to the GPU.
function
markUniformsLights
Clean
(
uniforms
,
c
lean
)
{
function
markUniformsLights
SkipUpdate
(
uniforms
,
boo
lean
)
{
uniforms
.
ambientLightColor
.
clean
=
c
lean
;
uniforms
.
ambientLightColor
.
skipUpdate
=
boo
lean
;
uniforms
.
directionalLightColor
.
clean
=
c
lean
;
uniforms
.
directionalLightDirection
.
clean
=
c
lean
;
uniforms
.
directionalLightColor
.
skipUpdate
=
boo
lean
;
uniforms
.
directionalLightDirection
.
skipUpdate
=
boo
lean
;
uniforms
.
pointLightColor
.
clean
=
c
lean
;
uniforms
.
pointLightPosition
.
clean
=
c
lean
;
uniforms
.
pointLightDistance
.
clean
=
c
lean
;
uniforms
.
pointLightColor
.
skipUpdate
=
boo
lean
;
uniforms
.
pointLightPosition
.
skipUpdate
=
boo
lean
;
uniforms
.
pointLightDistance
.
skipUpdate
=
boo
lean
;
uniforms
.
spotLightColor
.
clean
=
c
lean
;
uniforms
.
spotLightPosition
.
clean
=
c
lean
;
uniforms
.
spotLightDistance
.
clean
=
c
lean
;
uniforms
.
spotLightDirection
.
clean
=
c
lean
;
uniforms
.
spotLightAngleCos
.
clean
=
c
lean
;
uniforms
.
spotLightExponent
.
clean
=
c
lean
;
uniforms
.
spotLightColor
.
skipUpdate
=
boo
lean
;
uniforms
.
spotLightPosition
.
skipUpdate
=
boo
lean
;
uniforms
.
spotLightDistance
.
skipUpdate
=
boo
lean
;
uniforms
.
spotLightDirection
.
skipUpdate
=
boo
lean
;
uniforms
.
spotLightAngleCos
.
skipUpdate
=
boo
lean
;
uniforms
.
spotLightExponent
.
skipUpdate
=
boo
lean
;
uniforms
.
hemisphereLightSkyColor
.
clean
=
c
lean
;
uniforms
.
hemisphereLightGroundColor
.
clean
=
c
lean
;
uniforms
.
hemisphereLightDirection
.
clean
=
c
lean
;
uniforms
.
hemisphereLightSkyColor
.
skipUpdate
=
boo
lean
;
uniforms
.
hemisphereLightGroundColor
.
skipUpdate
=
boo
lean
;
uniforms
.
hemisphereLightDirection
.
skipUpdate
=
boo
lean
;
};
...
...
@@ -4806,7 +4805,7 @@ THREE.WebGLRenderer = function ( parameters ) {
var
uniform
=
uniforms
[
j
][
0
];
if
(
uniform
.
clean
)
continue
;
if
(
uniform
.
skipUpdate
)
continue
;
var
type
=
uniform
.
type
;
var
value
=
uniform
.
value
;
...
...
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