提交 02343a77 编写于 作者: M Mr.doob

Updated builds.

上级 dc7af39d
......@@ -6553,7 +6553,7 @@
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
state.disable( gl.CULL_FACE );
state.setDepthWrite( false );
state.buffers.depth.setMask( false );
for ( var i = 0, l = flares.length; i < l; i ++ ) {
......@@ -6678,7 +6678,7 @@
state.enable( gl.CULL_FACE );
state.enable( gl.DEPTH_TEST );
state.setDepthWrite( true );
state.buffers.depth.setMask( true );
renderer.resetGLState();
......@@ -6932,8 +6932,8 @@
gl.uniform2fv( uniforms.scale, scale );
state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
state.setDepthTest( material.depthTest );
state.setDepthWrite( material.depthWrite );
state.buffers.depth.setTest( material.depthTest );
state.buffers.depth.setMask( material.depthWrite );
if ( material.map ) {
......@@ -9074,9 +9074,9 @@
if ( _lightShadows.length === 0 ) return;
// Set GL state for depth map.
_state.buffers.color.setClear( 1, 1, 1, 1 );
_state.disable( _gl.BLEND );
_state.setDepthTest( true );
_state.buffers.color.setClear( 1, 1, 1, 1 );
_state.buffers.depth.setTest( true );
_state.setScissorTest( false );
// render depth map
......@@ -18741,7 +18741,7 @@
stencilBuffer.setClear( 0 );
enable( gl.DEPTH_TEST );
setDepthFunc( LessEqualDepth );
depthBuffer.setFunc( LessEqualDepth );
setFlipSided( false );
setCullFace( CullFaceBack );
......@@ -18983,53 +18983,24 @@
}
// TODO Deprecate
function setColorWrite( colorWrite ) {
colorBuffer.setMask( colorWrite );
}
function setDepthTest( depthTest ) {
depthBuffer.setTest( depthTest );
}
function setDepthWrite( depthWrite ) {
depthBuffer.setMask( depthWrite );
}
function setDepthFunc( depthFunc ) {
depthBuffer.setFunc( depthFunc );
}
function setStencilTest( stencilTest ) {
stencilBuffer.setTest( stencilTest );
}
function setStencilWrite( stencilWrite ) {
stencilBuffer.setMask( stencilWrite );
}
function setMaterial( material ) {
function setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
material.side === DoubleSide
? disable( gl.CULL_FACE )
: enable( gl.CULL_FACE );
stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask );
setFlipSided( material.side === BackSide );
}
material.transparent === true
? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
: setBlending( NoBlending );
function setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
depthBuffer.setFunc( material.depthFunc );
depthBuffer.setTest( material.depthTest );
depthBuffer.setMask( material.depthWrite );
colorBuffer.setMask( material.colorWrite );
stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass );
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
}
......@@ -19292,15 +19263,7 @@
getCompressedTextureFormats: getCompressedTextureFormats,
setBlending: setBlending,
setColorWrite: setColorWrite,
setDepthTest: setDepthTest,
setDepthWrite: setDepthWrite,
setDepthFunc: setDepthFunc,
setStencilTest: setStencilTest,
setStencilWrite: setStencilWrite,
setStencilFunc: setStencilFunc,
setStencilOp: setStencilOp,
setMaterial: setMaterial,
setFlipSided: setFlipSided,
setCullFace: setCullFace,
......@@ -20318,7 +20281,7 @@
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
setMaterial( material );
state.setMaterial( material );
program = setProgram( camera, fog, material, object );
geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
......@@ -20904,9 +20867,9 @@
// Ensure depth buffer writing is enabled so it can be cleared on next render
state.setDepthTest( true );
state.setDepthWrite( true );
state.setColorWrite( true );
state.buffers.depth.setTest( true );
state.buffers.depth.setMask( true );
state.buffers.color.setMask( true );
// _gl.finish();
......@@ -21128,7 +21091,7 @@
if ( object.isImmediateRenderObject ) {
setMaterial( material );
state.setMaterial( material );
var program = setProgram( camera, scene.fog, material, object );
......@@ -21297,26 +21260,6 @@
}
function setMaterial( material ) {
material.side === DoubleSide
? state.disable( _gl.CULL_FACE )
: state.enable( _gl.CULL_FACE );
state.setFlipSided( material.side === BackSide );
material.transparent === true
? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
: state.setBlending( NoBlending );
state.setDepthFunc( material.depthFunc );
state.setDepthTest( material.depthTest );
state.setDepthWrite( material.depthWrite );
state.setColorWrite( material.colorWrite );
state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
}
function setProgram( camera, fog, material, object ) {
_usedTextureUnits = 0;
......
此差异已折叠。
......@@ -6547,7 +6547,7 @@ function LensFlarePlugin( renderer, flares ) {
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
state.disable( gl.CULL_FACE );
state.setDepthWrite( false );
state.buffers.depth.setMask( false );
for ( var i = 0, l = flares.length; i < l; i ++ ) {
......@@ -6672,7 +6672,7 @@ function LensFlarePlugin( renderer, flares ) {
state.enable( gl.CULL_FACE );
state.enable( gl.DEPTH_TEST );
state.setDepthWrite( true );
state.buffers.depth.setMask( true );
renderer.resetGLState();
......@@ -6926,8 +6926,8 @@ function SpritePlugin( renderer, sprites ) {
gl.uniform2fv( uniforms.scale, scale );
state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
state.setDepthTest( material.depthTest );
state.setDepthWrite( material.depthWrite );
state.buffers.depth.setTest( material.depthTest );
state.buffers.depth.setMask( material.depthWrite );
if ( material.map ) {
......@@ -9068,9 +9068,9 @@ function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {
if ( _lightShadows.length === 0 ) return;
// Set GL state for depth map.
_state.buffers.color.setClear( 1, 1, 1, 1 );
_state.disable( _gl.BLEND );
_state.setDepthTest( true );
_state.buffers.color.setClear( 1, 1, 1, 1 );
_state.buffers.depth.setTest( true );
_state.setScissorTest( false );
// render depth map
......@@ -18735,7 +18735,7 @@ function WebGLState( gl, extensions, paramThreeToGL ) {
stencilBuffer.setClear( 0 );
enable( gl.DEPTH_TEST );
setDepthFunc( LessEqualDepth );
depthBuffer.setFunc( LessEqualDepth );
setFlipSided( false );
setCullFace( CullFaceBack );
......@@ -18977,53 +18977,24 @@ function WebGLState( gl, extensions, paramThreeToGL ) {
}
// TODO Deprecate
function setColorWrite( colorWrite ) {
colorBuffer.setMask( colorWrite );
}
function setDepthTest( depthTest ) {
depthBuffer.setTest( depthTest );
}
function setDepthWrite( depthWrite ) {
depthBuffer.setMask( depthWrite );
}
function setDepthFunc( depthFunc ) {
depthBuffer.setFunc( depthFunc );
}
function setStencilTest( stencilTest ) {
stencilBuffer.setTest( stencilTest );
}
function setStencilWrite( stencilWrite ) {
stencilBuffer.setMask( stencilWrite );
}
function setMaterial( material ) {
function setStencilFunc( stencilFunc, stencilRef, stencilMask ) {
material.side === DoubleSide
? disable( gl.CULL_FACE )
: enable( gl.CULL_FACE );
stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask );
setFlipSided( material.side === BackSide );
}
material.transparent === true
? setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
: setBlending( NoBlending );
function setStencilOp( stencilFail, stencilZFail, stencilZPass ) {
depthBuffer.setFunc( material.depthFunc );
depthBuffer.setTest( material.depthTest );
depthBuffer.setMask( material.depthWrite );
colorBuffer.setMask( material.colorWrite );
stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass );
setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
}
......@@ -19286,15 +19257,7 @@ function WebGLState( gl, extensions, paramThreeToGL ) {
getCompressedTextureFormats: getCompressedTextureFormats,
setBlending: setBlending,
setColorWrite: setColorWrite,
setDepthTest: setDepthTest,
setDepthWrite: setDepthWrite,
setDepthFunc: setDepthFunc,
setStencilTest: setStencilTest,
setStencilWrite: setStencilWrite,
setStencilFunc: setStencilFunc,
setStencilOp: setStencilOp,
setMaterial: setMaterial,
setFlipSided: setFlipSided,
setCullFace: setCullFace,
......@@ -20312,7 +20275,7 @@ function WebGLRenderer( parameters ) {
this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
setMaterial( material );
state.setMaterial( material );
program = setProgram( camera, fog, material, object );
geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;
......@@ -20898,9 +20861,9 @@ function WebGLRenderer( parameters ) {
// Ensure depth buffer writing is enabled so it can be cleared on next render
state.setDepthTest( true );
state.setDepthWrite( true );
state.setColorWrite( true );
state.buffers.depth.setTest( true );
state.buffers.depth.setMask( true );
state.buffers.color.setMask( true );
// _gl.finish();
......@@ -21122,7 +21085,7 @@ function WebGLRenderer( parameters ) {
if ( object.isImmediateRenderObject ) {
setMaterial( material );
state.setMaterial( material );
var program = setProgram( camera, scene.fog, material, object );
......@@ -21291,26 +21254,6 @@ function WebGLRenderer( parameters ) {
}
function setMaterial( material ) {
material.side === DoubleSide
? state.disable( _gl.CULL_FACE )
: state.enable( _gl.CULL_FACE );
state.setFlipSided( material.side === BackSide );
material.transparent === true
? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
: state.setBlending( NoBlending );
state.setDepthFunc( material.depthFunc );
state.setDepthTest( material.depthTest );
state.setDepthWrite( material.depthWrite );
state.setColorWrite( material.colorWrite );
state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
}
function setProgram( camera, fog, material, object ) {
_usedTextureUnits = 0;
......
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