提交 be7aa67c 编写于 作者: M Mr.doob

WebGLShadowMap: Clean up.

上级 001e5d46
......@@ -26,14 +26,20 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
_depthMaterials = new Array( _NumberOfMaterialVariants ),
_distanceMaterials = new Array( _NumberOfMaterialVariants );
var cubeDirections = [ new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ),
new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 ) ];
var cubeDirections = [
new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ),
new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 )
];
var cubeUps = [ new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ),
new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 ) ];
var cubeUps = [
new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ),
new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 )
];
var cube2DViewPorts = [ new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4() ];
var cube2DViewPorts = [
new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(),
new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4()
];
var _vector4 = new THREE.Vector4();
......@@ -48,7 +54,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
var useMorphing = ( i & _MorphingFlag ) !== 0;
var useSkinning = ( i & _SkinningFlag ) !== 0;
var useSkinning = ( i & _SkinningFlag ) !== 0;
var depthMaterial = new THREE.ShaderMaterial( {
......@@ -63,7 +69,6 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
_depthMaterials[ i ] = depthMaterial;
var distanceMaterial = new THREE.ShaderMaterial( {
uniforms: distanceUniforms,
vertexShader: distanceShader.vertexShader,
......@@ -153,7 +158,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
// negative Z
cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
// positive Y
cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
// negative Y
cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );
......@@ -364,6 +369,7 @@ THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) {
var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning;
var variantIndex = 0;
if ( useMorphing ) variantIndex |= _MorphingFlag;
if ( useSkinning ) variantIndex |= _SkinningFlag;
......
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