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d9827317
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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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d9827317
编写于
10月 27, 2015
作者:
M
Mr.doob
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
WebGLRenderer: setupLights() clean up.
上级
d5deb46f
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
36 addition
and
32 deletion
+36
-32
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+36
-32
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
d9827317
...
...
@@ -2590,15 +2590,16 @@ THREE.WebGLRenderer = function ( parameters ) {
}
}
var
lightUniforms
=
light
.
__webglUniforms
;
_lights
.
directional
[
writeIndexDirectional
++
]
=
lightUniforms
;
var
uniforms
=
light
.
__webglUniforms
;
lightU
niforms
.
direction
.
setFromMatrixPosition
(
light
.
matrixWorld
);
u
niforms
.
direction
.
setFromMatrixPosition
(
light
.
matrixWorld
);
_vector3
.
setFromMatrixPosition
(
light
.
target
.
matrixWorld
);
lightUniforms
.
direction
.
sub
(
_vector3
);
lightUniforms
.
direction
.
transformDirection
(
viewMatrix
);
uniforms
.
direction
.
sub
(
_vector3
);
uniforms
.
direction
.
transformDirection
(
viewMatrix
);
uniforms
.
color
.
copy
(
light
.
color
).
multiplyScalar
(
light
.
intensity
);
_lights
.
directional
[
writeIndexDirectional
++
]
=
uniforms
;
lightUniforms
.
color
.
copy
(
light
.
color
).
multiplyScalar
(
light
.
intensity
);
}
else
if
(
light
instanceof
THREE
.
PointLight
)
{
...
...
@@ -2611,15 +2612,16 @@ THREE.WebGLRenderer = function ( parameters ) {
}
}
var
lightUniforms
=
light
.
__webglUniforms
;
_lights
.
point
[
writeIndexPoint
++
]
=
lightUniforms
;
var
uniforms
=
light
.
__webglUniforms
;
uniforms
.
position
.
setFromMatrixPosition
(
light
.
matrixWorld
);
uniforms
.
position
.
applyMatrix4
(
viewMatrix
);
lightUniforms
.
position
.
setFromMatrixPosition
(
light
.
matrixWorld
);
lightUniforms
.
position
.
applyMatrix4
(
viewMatrix
);
uniforms
.
color
.
copy
(
light
.
color
).
multiplyScalar
(
light
.
intensity
);
uniforms
.
distance
=
light
.
distance
;
uniforms
.
decay
=
(
light
.
distance
===
0
)
?
0.0
:
light
.
decay
;
lightUniforms
.
color
.
copy
(
light
.
color
).
multiplyScalar
(
light
.
intensity
);
lightUniforms
.
distance
=
light
.
distance
;
lightUniforms
.
decay
=
(
light
.
distance
===
0
)
?
0.0
:
light
.
decay
;
_lights
.
point
[
writeIndexPoint
++
]
=
uniforms
;
}
else
if
(
light
instanceof
THREE
.
SpotLight
)
{
...
...
@@ -2634,23 +2636,24 @@ THREE.WebGLRenderer = function ( parameters ) {
}
}
var
lightUniforms
=
light
.
__webglUniforms
;
_lights
.
spot
[
writeIndexSpot
++
]
=
lightUniforms
;
var
uniforms
=
light
.
__webglUniforms
;
lightU
niforms
.
position
.
setFromMatrixPosition
(
light
.
matrixWorld
);
lightU
niforms
.
position
.
applyMatrix4
(
viewMatrix
);
u
niforms
.
position
.
setFromMatrixPosition
(
light
.
matrixWorld
);
u
niforms
.
position
.
applyMatrix4
(
viewMatrix
);
lightU
niforms
.
color
.
copy
(
color
).
multiplyScalar
(
intensity
);
lightU
niforms
.
distance
=
distance
;
u
niforms
.
color
.
copy
(
color
).
multiplyScalar
(
intensity
);
u
niforms
.
distance
=
distance
;
lightU
niforms
.
direction
.
setFromMatrixPosition
(
light
.
matrixWorld
);
u
niforms
.
direction
.
setFromMatrixPosition
(
light
.
matrixWorld
);
_vector3
.
setFromMatrixPosition
(
light
.
target
.
matrixWorld
);
lightU
niforms
.
direction
.
sub
(
_vector3
);
lightU
niforms
.
direction
.
transformDirection
(
viewMatrix
);
u
niforms
.
direction
.
sub
(
_vector3
);
u
niforms
.
direction
.
transformDirection
(
viewMatrix
);
lightUniforms
.
angleCos
=
Math
.
cos
(
light
.
angle
);
lightUniforms
.
exponent
=
light
.
exponent
;
lightUniforms
.
decay
=
(
light
.
distance
===
0
)
?
0.0
:
light
.
decay
;
uniforms
.
angleCos
=
Math
.
cos
(
light
.
angle
);
uniforms
.
exponent
=
light
.
exponent
;
uniforms
.
decay
=
(
light
.
distance
===
0
)
?
0.0
:
light
.
decay
;
_lights
.
spot
[
writeIndexSpot
++
]
=
uniforms
;
}
else
if
(
light
instanceof
THREE
.
HemisphereLight
)
{
...
...
@@ -2662,15 +2665,16 @@ THREE.WebGLRenderer = function ( parameters ) {
}
}
var
lightUniforms
=
light
.
__webglUniforms
;
_lights
.
hemi
[
writeIndexHemi
++
]
=
lightUniforms
;
var
uniforms
=
light
.
__webglUniforms
;
uniforms
.
direction
.
setFromMatrixPosition
(
light
.
matrixWorld
);
uniforms
.
direction
.
transformDirection
(
viewMatrix
);
uniforms
.
direction
.
normalize
();
lightUniforms
.
direction
.
setFromMatrixPosition
(
light
.
matrixWorld
);
lightUniforms
.
direction
.
transformDirection
(
viewMatrix
);
lightUniforms
.
direction
.
normalize
();
uniforms
.
skyColor
.
copy
(
light
.
color
).
multiplyScalar
(
intensity
);
uniforms
.
groundColor
.
copy
(
light
.
groundColor
).
multiplyScalar
(
intensity
);
lightUniforms
.
skyColor
.
copy
(
light
.
color
).
multiplyScalar
(
intensity
);
lightUniforms
.
groundColor
.
copy
(
light
.
groundColor
).
multiplyScalar
(
intensity
);
_lights
.
hemi
[
writeIndexHemi
++
]
=
uniforms
;
}
...
...
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